2013-04-04 14:52:42 +00:00
|
|
|
#ifndef __G_PUBLIC_H__
|
|
|
|
#define __G_PUBLIC_H__
|
|
|
|
// g_public.h -- game module information visible to server
|
|
|
|
|
|
|
|
#define GAME_API_VERSION 6
|
|
|
|
|
|
|
|
// entity->svFlags
|
|
|
|
// the server does not know how to interpret most of the values
|
|
|
|
// in entityStates (level eType), so the game must explicitly flag
|
|
|
|
// special server behaviors
|
|
|
|
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
|
|
|
|
#define SVF_INACTIVE 0x00000002 // Can't be used when this flag is on
|
|
|
|
#define SVF_NPC 0x00000004
|
|
|
|
#define SVF_BOT 0x00000008
|
|
|
|
#define SVF_PLAYER_USABLE 0x00000010 // player can use this with the use button
|
|
|
|
#define SVF_BROADCAST 0x00000020 // send to all connected clients
|
|
|
|
#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
|
|
|
|
#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->currentOrigin instead of entity->s.origin
|
|
|
|
// for link position (missiles and movers)
|
|
|
|
#define SVF_TRIMODEL 0x00000100 // Use a three piece model make up like a player does
|
|
|
|
#define SVF_OBJECTIVE 0x00000200 // Draw it's name if crosshair comes across it
|
|
|
|
#define SVF_ANIMATING 0x00000400 // Currently animating from startFrame to endFrame
|
|
|
|
#define SVF_NPC_PRECACHE 0x00000800 // Tell cgame to precache this spawner's NPC stuff
|
|
|
|
#define SVF_KILLED_SELF 0x00001000 // ent killed itself in a script, so don't do ICARUS_FreeEnt on it... or else!
|
|
|
|
#define SVF_NAVGOAL 0x00002000 // Navgoal
|
|
|
|
#define SVF_NOPUSH 0x00004000 // Can't be pushed around
|
2013-04-04 18:02:27 +00:00
|
|
|
#define SVF_ICARUS_FREEZE 0x00008000 // NPCs are frozen, ents don't execute ICARUS commands
|
2013-04-04 14:52:42 +00:00
|
|
|
#define SVF_PLAT 0x00010000 // A func_plat or door acting like one
|
|
|
|
#define SVF_BBRUSH 0x00020000 // breakable brush
|
|
|
|
#define SVF_LOCKEDENEMY 0x00040000 // keep current enemy until dead
|
|
|
|
#define SVF_IGNORE_ENEMIES 0x00080000 // Ignore all enemies
|
|
|
|
#define SVF_BEAMING 0x00100000 // Being transported
|
|
|
|
#define SVF_PLAYING_SOUND 0x00200000 // In the middle of playing a sound
|
|
|
|
#define SVF_CUSTOM_GRAVITY 0x00400000 // Use personal gravity
|
|
|
|
#define SVF_BROKEN 0x00800000 // A broken misc_model_breakable
|
|
|
|
#define SVF_NO_TELEPORT 0x01000000 // Will not be teleported
|
|
|
|
#define SVF_NONNPC_ENEMY 0x02000000 // Not a client/NPC, but can still be considered a hostile lifeform
|
|
|
|
#define SVF_SELF_ANIMATING 0x04000000 // Ent will control it's animation itself in it's think func
|
|
|
|
#define SVF_GLASS_BRUSH 0x08000000 // Ent is a glass brush
|
|
|
|
#define SVF_NO_BASIC_SOUNDS 0x10000000 // Don't load basic custom sound set
|
|
|
|
#define SVF_NO_COMBAT_SOUNDS 0x20000000 // Don't load combat custom sound set
|
|
|
|
#define SVF_NO_EXTRA_SOUNDS 0x40000000 // Don't load extra custom sound set
|
|
|
|
#define SVF_MOVER_ADJ_AREA_PORTALS 0x80000000 // For scripted movers only- must *explicitly instruct* them to affect area portals
|
|
|
|
//===============================================================
|
|
|
|
|
|
|
|
typedef struct gentity_s gentity_t;
|
|
|
|
typedef struct gclient_s gclient_t;
|
|
|
|
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
eNO = 0,
|
|
|
|
eFULL,
|
|
|
|
eAUTO,
|
|
|
|
} SavedGameJustLoaded_e;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifndef GAME_INCLUDE
|
|
|
|
|
|
|
|
// the server needs to know enough information to handle collision and snapshot generation
|
|
|
|
|
|
|
|
struct gentity_s {
|
|
|
|
entityState_t s; // communicated by server to clients
|
|
|
|
struct playerState_s *client;
|
|
|
|
qboolean inuse;
|
|
|
|
qboolean linked; // qfalse if not in any good cluster
|
|
|
|
|
|
|
|
int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
|
|
|
|
|
|
|
|
qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
|
|
|
|
// only set by gi.SetBrushModel
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
|
|
|
|
// a non-solid entity should set to 0
|
|
|
|
|
|
|
|
vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
|
|
|
|
|
|
|
|
// currentOrigin will be used for all collision detection and world linking.
|
|
|
|
// it will not necessarily be the same as the trajectory evaluation for the current
|
|
|
|
// time, because each entity must be moved one at a time after time is advanced
|
|
|
|
// to avoid simultanious collision issues
|
|
|
|
vec3_t currentOrigin;
|
|
|
|
vec3_t currentAngles;
|
|
|
|
|
|
|
|
gentity_t *owner; // objects never interact with their owners, to
|
|
|
|
// prevent player missiles from immediately
|
|
|
|
// colliding with their owner
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert Start
|
|
|
|
*/
|
|
|
|
// this marker thing of Jake's is used for memcpy() length calcs, so don't put any ordinary fields (like above)
|
|
|
|
// below this point or they won't work, and will mess up all sorts of stuff.
|
|
|
|
//
|
|
|
|
CGhoul2Info_v ghoul2;
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert End
|
|
|
|
*/
|
|
|
|
// the game dll can add anything it wants after
|
|
|
|
// this point in the structure
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // GAME_INCLUDE
|
|
|
|
|
|
|
|
//===============================================================
|
|
|
|
|
|
|
|
//
|
|
|
|
// functions provided by the main engine
|
|
|
|
//
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert Start
|
|
|
|
*/
|
|
|
|
class CMiniHeap;
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert End
|
|
|
|
*/
|
|
|
|
typedef struct {
|
|
|
|
//============== general Quake services ==================
|
|
|
|
|
|
|
|
// print message on the local console
|
|
|
|
void (*Printf)( const char *fmt, ... );
|
|
|
|
|
|
|
|
// Write a camera ref_tag to cameras.map
|
|
|
|
void (*WriteCam)( const char *text );
|
|
|
|
|
|
|
|
// abort the game
|
|
|
|
void (*Error)( int, const char *fmt, ... );
|
|
|
|
|
|
|
|
// get current time for profiling reasons
|
|
|
|
// this should NOT be used for any game related tasks,
|
|
|
|
// because it is not journaled
|
|
|
|
int (*Milliseconds)( void );
|
|
|
|
|
|
|
|
// console variable interaction
|
|
|
|
cvar_t *(*cvar)( const char *var_name, const char *value, int flags );
|
|
|
|
void (*cvar_set)( const char *var_name, const char *value );
|
|
|
|
int (*Cvar_VariableIntegerValue)( const char *var_name );
|
|
|
|
void (*Cvar_VariableStringBuffer)( const char *var_name, char *buffer, int bufsize );
|
|
|
|
|
|
|
|
// ClientCommand and ServerCommand parameter access
|
|
|
|
int (*argc)( void );
|
|
|
|
char *(*argv)( int n );
|
|
|
|
|
|
|
|
int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode );
|
|
|
|
int (*FS_Read)( void *buffer, int len, fileHandle_t f );
|
|
|
|
int (*FS_Write)( const void *buffer, int len, fileHandle_t f );
|
|
|
|
void (*FS_FCloseFile)( fileHandle_t f );
|
|
|
|
int (*FS_ReadFile)( const char *name, void **buf );
|
|
|
|
void (*FS_FreeFile)( void *buf );
|
|
|
|
int (*FS_GetFileList)( const char *path, const char *extension, char *listbuf, int bufsize );
|
|
|
|
|
|
|
|
// Savegame handling
|
|
|
|
//
|
|
|
|
qboolean (*AppendToSaveGame)(unsigned long chid, void *data, int length);
|
|
|
|
int (*ReadFromSaveGame)(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);
|
|
|
|
int (*ReadFromSaveGameOptional)(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);
|
|
|
|
|
|
|
|
// add commands to the console as if they were typed in
|
|
|
|
// for map changing, etc
|
|
|
|
void (*SendConsoleCommand)( const char *text );
|
|
|
|
|
|
|
|
|
|
|
|
//=========== server specific functionality =============
|
|
|
|
|
|
|
|
// kick a client off the server with a message
|
|
|
|
void (*DropClient)( int clientNum, const char *reason );
|
|
|
|
|
|
|
|
// reliably sends a command string to be interpreted by the given
|
|
|
|
// client. If clientNum is -1, it will be sent to all clients
|
|
|
|
void (*SendServerCommand)( int clientNum, const char *fmt, ... );
|
|
|
|
|
|
|
|
// config strings hold all the index strings, and various other information
|
|
|
|
// that is reliably communicated to all clients
|
|
|
|
// All of the current configstrings are sent to clients when
|
|
|
|
// they connect, and changes are sent to all connected clients.
|
|
|
|
// All confgstrings are cleared at each level start.
|
|
|
|
void (*SetConfigstring)( int num, const char *string );
|
|
|
|
void (*GetConfigstring)( int num, char *buffer, int bufferSize );
|
|
|
|
|
|
|
|
// userinfo strings are maintained by the server system, so they
|
|
|
|
// are persistant across level loads, while all other game visible
|
|
|
|
// data is completely reset
|
|
|
|
void (*GetUserinfo)( int num, char *buffer, int bufferSize );
|
|
|
|
void (*SetUserinfo)( int num, const char *buffer );
|
|
|
|
|
|
|
|
// the serverinfo info string has all the cvars visible to server browsers
|
|
|
|
void (*GetServerinfo)( char *buffer, int bufferSize );
|
|
|
|
|
|
|
|
// sets mins and maxs based on the brushmodel name
|
|
|
|
void (*SetBrushModel)( gentity_t *ent, const char *name );
|
|
|
|
|
|
|
|
// collision detection against all linked entities
|
|
|
|
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
|
|
|
const int passEntityNum, const int contentmask , const EG2_Collision eG2TraceType = (EG2_Collision)0, const int useLod = 0);
|
|
|
|
|
|
|
|
// point contents against all linked entities
|
|
|
|
int (*pointcontents)( const vec3_t point, int passEntityNum );
|
|
|
|
|
|
|
|
qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
|
|
|
|
qboolean (*inPVSIgnorePortals)( const vec3_t p1, const vec3_t p2 );
|
|
|
|
void (*AdjustAreaPortalState)( gentity_t *ent, qboolean open );
|
|
|
|
qboolean (*AreasConnected)( int area1, int area2 );
|
|
|
|
|
|
|
|
// an entity will never be sent to a client or used for collision
|
|
|
|
// if it is not passed to linkentity. If the size, position, or
|
|
|
|
// solidity changes, it must be relinked.
|
|
|
|
void (*linkentity)( gentity_t *ent );
|
|
|
|
void (*unlinkentity)( gentity_t *ent ); // call before removing an interactive entity
|
|
|
|
|
|
|
|
// EntitiesInBox will return brush models based on their bounding box,
|
|
|
|
// so exact determination must still be done with EntityContact
|
|
|
|
int (*EntitiesInBox)( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
|
|
|
|
|
|
|
|
// perform an exact check against inline brush models of non-square shape
|
|
|
|
qboolean (*EntityContact)( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
|
|
|
|
|
|
|
|
// sound volume values
|
|
|
|
int *VoiceVolume;
|
|
|
|
|
|
|
|
// dynamic memory allocator for things that need to be freed
|
|
|
|
void *(*Malloc)( int iSize, memtag_t eTag, qboolean bZeroIt); // see qcommon/tags.h for choices
|
|
|
|
void (*Free)( void *buf );
|
|
|
|
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert Start
|
|
|
|
*/
|
|
|
|
qhandle_t (*G2API_PrecacheGhoul2Model)(const char *fileName);
|
|
|
|
|
|
|
|
int (*G2API_InitGhoul2Model)(CGhoul2Info_v &ghoul2, const char *fileName, int modelIndex, qhandle_t customSkin = NULL,
|
|
|
|
qhandle_t customShader = NULL, int modelFlags = 0, int lodBias = 0);
|
|
|
|
qboolean (*G2API_SetLodBias)(CGhoul2Info *ghlInfo, int lodBias);
|
|
|
|
qboolean (*G2API_SetSkin)(CGhoul2Info *ghlInfo, qhandle_t customSkin);
|
|
|
|
qboolean (*G2API_SetShader)(CGhoul2Info *ghlInfo, qhandle_t customShader);
|
|
|
|
qboolean (*G2API_RemoveGhoul2Model)(CGhoul2Info_v &ghlInfo, const int modelIndex);
|
|
|
|
qboolean (*G2API_SetSurfaceOnOff)(CGhoul2Info *ghlInfo, const char *surfaceName, const int flags);
|
|
|
|
qboolean (*G2API_SetRootSurface)(CGhoul2Info_v &ghlInfo, const int modelIndex, const char *surfaceName);
|
|
|
|
qboolean (*G2API_RemoveSurface)(CGhoul2Info *ghlInfo, const int index);
|
|
|
|
int (*G2API_AddSurface)(CGhoul2Info *ghlInfo, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod );
|
|
|
|
qboolean (*G2API_SetBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int startFrame, const int endFrame,
|
|
|
|
const int flags, const float animSpeed, const int currentTime, const float setFrame = -1, const int blendTime = -1);
|
|
|
|
qboolean (*G2API_GetBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime, float *currentFrame,
|
|
|
|
int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList);
|
|
|
|
qboolean (*G2API_GetBoneAnimIndex)(CGhoul2Info *ghlInfo, const int iBoneIndex, const int currentTime, float *currentFrame,
|
|
|
|
int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList);
|
|
|
|
qboolean (*G2API_GetAnimRange)(CGhoul2Info *ghlInfo, const char *boneName, int *startFrame, int *endFrame);
|
|
|
|
qboolean (*G2API_GetAnimRangeIndex)(CGhoul2Info *ghlInfo, const int boneIndex, int *startFrame, int *endFrame);
|
|
|
|
|
|
|
|
qboolean (*G2API_PauseBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime);
|
|
|
|
qboolean (*G2API_PauseBoneAnimIndex)(CGhoul2Info *ghlInfo, const int boneIndex, const int currentTime);
|
|
|
|
qboolean (*G2API_IsPaused)(CGhoul2Info *ghlInfo, const char *boneName);
|
|
|
|
qboolean (*G2API_StopBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName);
|
|
|
|
qboolean (*G2API_SetBoneAngles)(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles,
|
|
|
|
const int flags, const Eorientations up, const Eorientations right, const Eorientations forward,
|
|
|
|
qhandle_t *modelList, int blendTime = 0, int blendStart = 0);
|
|
|
|
qboolean (*G2API_SetBoneAnglesMatrix)(CGhoul2Info *ghlInfo, const char *boneName, const mdxaBone_t &matrix, const int flags,
|
|
|
|
qhandle_t *modelList, int blendTime = 0, int currentTime = 0);
|
|
|
|
qboolean (*G2API_StopBoneAngles)(CGhoul2Info *ghlInfo, const char *boneName);
|
|
|
|
qboolean (*G2API_RemoveBone)(CGhoul2Info *ghlInfo, const char *boneName);
|
|
|
|
qboolean (*G2API_RemoveBolt)(CGhoul2Info *ghlInfo, const int index);
|
|
|
|
int (*G2API_AddBolt)(CGhoul2Info *ghlInfo, const char *boneName);
|
|
|
|
int (*G2API_AddBoltSurfNum)(CGhoul2Info *ghlInfo, const int surfIndex);
|
|
|
|
qboolean (*G2API_AttachG2Model)(CGhoul2Info *ghlInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int toModel);
|
|
|
|
qboolean (*G2API_DetachG2Model)(CGhoul2Info *ghlInfo);
|
|
|
|
qboolean (*G2API_AttachEnt)(int *boltInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int entNum, int toModelNum);
|
|
|
|
void (*G2API_DetachEnt)(int *boltInfo);
|
|
|
|
|
|
|
|
qboolean (*G2API_GetBoltMatrix)(CGhoul2Info_v &ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, const vec3_t scale);
|
|
|
|
|
|
|
|
void (*G2API_ListSurfaces)(CGhoul2Info *ghlInfo);
|
|
|
|
void (*G2API_ListBones)(CGhoul2Info *ghlInfo, int frame);
|
|
|
|
qboolean (*G2API_HaveWeGhoul2Models)(CGhoul2Info_v &ghoul2);
|
|
|
|
qboolean (*G2API_SetGhoul2ModelFlags)(CGhoul2Info *ghlInfo, const int flags);
|
|
|
|
int (*G2API_GetGhoul2ModelFlags)(CGhoul2Info *ghlInfo);
|
|
|
|
|
|
|
|
qboolean (*G2API_GetAnimFileName)(CGhoul2Info *ghlInfo, char **filename);
|
|
|
|
void (*G2API_CollisionDetect)(CCollisionRecord *collRecMap, CGhoul2Info_v &ghoul2, const vec3_t angles, const vec3_t position,
|
|
|
|
int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, CMiniHeap *G2VertSpace,
|
|
|
|
EG2_Collision eG2TraceType, int useLod, float fRadius);
|
|
|
|
void (*G2API_GiveMeVectorFromMatrix)(mdxaBone_t &boltMatrix, Eorientations flags, vec3_t &vec);
|
|
|
|
void (*G2API_CopyGhoul2Instance)(CGhoul2Info_v &ghoul2From, CGhoul2Info_v &ghoul2To, int modelIndex = -1);
|
|
|
|
void (*G2API_CleanGhoul2Models)(CGhoul2Info_v &ghoul2);
|
|
|
|
IGhoul2InfoArray & (*TheGhoul2InfoArray)();
|
|
|
|
int (*G2API_GetParentSurface)(CGhoul2Info *ghlInfo, const int index);
|
|
|
|
int (*G2API_GetSurfaceIndex)(CGhoul2Info *ghlInfo, const char *surfaceName);
|
|
|
|
char *(*G2API_GetSurfaceName)(CGhoul2Info *ghlInfo, int surfNumber);
|
|
|
|
char *(*G2API_GetGLAName)(CGhoul2Info *ghlInfo);
|
|
|
|
qboolean (*G2API_SetNewOrigin)(CGhoul2Info *ghlInfo, const int boltIndex);
|
|
|
|
int (*G2API_GetBoneIndex)(CGhoul2Info *ghlInfo, const char *boneName, qboolean bAddIfNotFound);
|
|
|
|
qboolean (*G2API_StopBoneAnglesIndex)(CGhoul2Info *ghlInfo, const int index);
|
|
|
|
qboolean (*G2API_StopBoneAnimIndex)(CGhoul2Info *ghlInfo, const int index);
|
|
|
|
qboolean (*G2API_SetBoneAnglesIndex)(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags,
|
|
|
|
const Eorientations yaw, const Eorientations pitch, const Eorientations roll,
|
|
|
|
qhandle_t *modelList, int blendTime = 0, int currentTime = 0);
|
|
|
|
qboolean (*G2API_SetBoneAnglesMatrixIndex)(CGhoul2Info *ghlInfo, const int index, const mdxaBone_t &matrix,
|
|
|
|
const int flags, qhandle_t *modelList, int blendTime, int currentTime);
|
|
|
|
qboolean (*G2API_SetBoneAnimIndex)(CGhoul2Info *ghlInfo, const int index, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame = -1, const int blendTime = -1);
|
|
|
|
qboolean (*G2API_SaveGhoul2Models)(CGhoul2Info_v &ghoul2, char **buffer, int *size);
|
|
|
|
void (*G2API_LoadGhoul2Models)(CGhoul2Info_v &ghoul2, char *buffer);
|
|
|
|
void (*G2API_LoadSaveCodeDestructGhoul2Info)(CGhoul2Info_v &ghoul2);
|
|
|
|
void (*G2API_FreeSaveBuffer)(char *buffer);
|
|
|
|
char *(*G2API_GetAnimFileNameIndex)(qhandle_t modelIndex);
|
|
|
|
int (*G2API_GetSurfaceRenderStatus)(CGhoul2Info *ghlInfo, const char *surfaceName);
|
|
|
|
|
|
|
|
int (*RE_RegisterSkin)(const char *name);
|
2013-04-04 18:02:27 +00:00
|
|
|
int (*RE_GetAnimationCFG)(const char *psCFGFilename, char *psDest, int iDestSize);
|
2013-04-04 14:52:42 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert End
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
} game_import_t;
|
|
|
|
|
|
|
|
//
|
|
|
|
// functions exported by the game subsystem
|
|
|
|
//
|
|
|
|
typedef struct {
|
|
|
|
int apiversion;
|
|
|
|
|
|
|
|
// init and shutdown will be called every single level
|
|
|
|
// levelTime will be near zero, while globalTime will be a large number
|
|
|
|
// that can be used to track spectator entry times across restarts
|
|
|
|
void (*Init)( const char *mapname, const char *spawntarget, int checkSum, const char *entstring, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition );
|
|
|
|
void (*Shutdown) (void);
|
|
|
|
|
|
|
|
// ReadLevel is called after the default map information has been
|
|
|
|
// loaded with SpawnEntities
|
|
|
|
void (*WriteLevel) (qboolean qbAutosave);
|
|
|
|
void (*ReadLevel) (qboolean qbAutosave, qboolean qbLoadTransition);
|
|
|
|
qboolean (*GameAllowedToSaveHere)(void);
|
|
|
|
|
|
|
|
// return NULL if the client is allowed to connect, otherwise return
|
|
|
|
// a text string with the reason for denial
|
|
|
|
char *(*ClientConnect)( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eSavedGameJustLoaded );
|
|
|
|
|
|
|
|
void (*ClientBegin)( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded);
|
|
|
|
void (*ClientUserinfoChanged)( int clientNum );
|
|
|
|
void (*ClientDisconnect)( int clientNum );
|
|
|
|
void (*ClientCommand)( int clientNum );
|
|
|
|
void (*ClientThink)( int clientNum, usercmd_t *cmd );
|
|
|
|
|
|
|
|
void (*RunFrame)( int levelTime );
|
|
|
|
|
|
|
|
// ConsoleCommand will be called when a command has been issued
|
|
|
|
// that is not recognized as a builtin function.
|
|
|
|
// The game can issue gi.argc() / gi.argv() commands to get the command
|
|
|
|
// and parameters. Return qfalse if the game doesn't recognize it as a command.
|
|
|
|
qboolean (*ConsoleCommand)( void );
|
|
|
|
|
|
|
|
void (*PrintEntClassname)( int clientNum );
|
2013-04-04 18:24:26 +00:00
|
|
|
int (*ValidateAnimRange)( int startFrame, int endFrame, float animSpeed );
|
2013-04-04 14:52:42 +00:00
|
|
|
//
|
|
|
|
// global variables shared between game and server
|
|
|
|
//
|
|
|
|
|
|
|
|
// The gentities array is allocated in the game dll so it
|
|
|
|
// can vary in size from one game to another.
|
|
|
|
//
|
|
|
|
// The size will be fixed when ge->Init() is called
|
|
|
|
// the server can't just use pointer arithmetic on gentities, because the
|
|
|
|
// server's sizeof(struct gentity_s) doesn't equal gentitySize
|
|
|
|
struct gentity_s *gentities;
|
|
|
|
int gentitySize;
|
|
|
|
int num_entities; // current number, <= MAX_GENTITIES
|
|
|
|
} game_export_t;
|
|
|
|
|
|
|
|
game_export_t *GetGameApi (game_import_t *import);
|
|
|
|
|
|
|
|
#endif//#ifndef __G_PUBLIC_H__
|