565 lines
17 KiB
C
565 lines
17 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Quake 2 Engine/Sin/code/game/game.h $
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// $Revision:: 51 $
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// $Author:: Jimdose $
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// $Date:: 12/18/98 11:05p $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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// $Log:: /Quake 2 Engine/Sin/code/game/game.h $
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//
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// 51 12/18/98 11:05p Jimdose
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// added definitions of server side stuff to get rid of qcommon.h includes
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//
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// 50 11/11/98 10:04p Jimdose
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// Removed comment
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//
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// 49 11/11/98 10:02p Jimdose
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// added SVF_MONSTERCLIP and SVF_PLAYERCLIP
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//
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// 48 10/20/98 9:46p Jimdose
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// made CalcCRC take a const char *
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//
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// 47 10/20/98 9:39p Jimdose
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// Added CalcCRC
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// Upped GAME_API_VERSION
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//
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// 46 10/16/98 1:56a Jimdose
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// Added autosave to WriteLevel function
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// Increased GAME_API_VERSION
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//
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// 45 10/10/98 5:58p Aldie
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// More quantumdestab fixes
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//
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// 44 10/08/98 7:42p Jimdose
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// Added ServerCommand
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//
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// 43 9/08/98 7:09p Jimdose
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// added printf to game_import_t
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//
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// 42 9/07/98 8:29p Markd
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// Added fullmins fullmaxs and fullradius
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//
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// 41 9/05/98 11:55a Markd
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// Upped game api version
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//
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// 40 9/01/98 7:47p Aldie
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// Added itemname to inventory stuff
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//
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// 39 8/31/98 7:45p Aldie
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// Updated surface data structure and removed surfinfo field
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//
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// 38 8/29/98 9:51p Jimdose
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// made netconsole_s, netconbuffer_s, and netsurface_s visible to game dll to
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// get rid of it in g_local.h
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//
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// 37 8/29/98 2:53p Aldie
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// Added status meter for loading levels.
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//
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// 36 8/28/98 3:46p Markd
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// Added centroid to edict_s
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//
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// 35 8/25/98 7:55p Markd
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// Added SVF_ONLYPARENT flag
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//
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// 34 8/18/98 11:08p Markd
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// Added new Alias System
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//
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// 33 8/02/98 9:00p Markd
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// Merged code 3.17
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//
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// 32 7/17/98 7:58p Markd
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// Added radius to fulltrace, also added SVF_USEBBOX
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//
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// 31 6/27/98 6:40p Markd
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// Added SoundLength
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//
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// 30 6/20/98 7:50p Markd
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// Added BoneGroupName function
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//
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// 29 6/15/98 10:06p Jimdose
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// added gi.fulltrace
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//
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// 28 6/15/98 7:57p Markd
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// Put in Group_Flags
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//
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// 27 6/08/98 7:23p Aldie
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// Added some surface in the game import
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//
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// 26 5/26/98 8:42p Markd
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// Added NumGroups to interface
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//
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// 25 5/24/98 4:48p Jimdose
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// Made char *'s const
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//
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// 24 5/24/98 2:46p Markd
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// Made char *'s into const char *'s
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//
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// 23 5/23/98 12:53p Aldie
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// Updated surfaces networking.
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//
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// 22 5/20/98 11:12a Markd
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// removed char * dependency
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//
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// 21 5/13/98 4:47p Aldie
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// Update damage surfaces
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//
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// 20 5/09/98 8:01p Jimdose
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// added GameDir, PlayerDir, and CreatePath to the import list for the dll
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//
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// 19 5/05/98 2:44p Aldie
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// Added server side surface states
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//
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// 18 4/30/98 4:48p Aldie
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// Server side console states
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//
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// 17 4/28/98 7:00p Aldie
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// Added sever side console buffer
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//
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// 16 4/27/98 3:20p Jimdose
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// Added DebugLines
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//
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// 15 4/27/98 1:51p Aldie
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// Added server side console states.
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//
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// 14 4/09/98 1:40p Markd
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// Added SVF_SHOOTABLE
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//
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// 13 4/07/98 8:01p Markd
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// Changed all SINMDL commands to non-SINMDL prefix
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//
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// 12 3/30/98 6:12p Markd
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// Added Alias commands
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//
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// 11 3/29/98 8:33p Markd
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// Changed nature of InitCmds and FrameCommands
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//
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// 10 3/27/98 7:00p Markd
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// Changed Bone functions a bit
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//
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// 9 3/25/98 1:22p Markd
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//
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// 8 3/24/98 9:59a Markd
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// Added new bone, and group stuff for models
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//
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// 7 3/18/98 8:01p Markd
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// Accidentally made fadetime an int instead of a float
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//
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// 6 3/18/98 7:15p Markd
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// Changed sound code stuff
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//
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// 5 3/05/98 6:44p Markd
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// Added SINMDL stuff
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//
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// 4 2/03/98 11:08a Jimdose
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// Converted to work with Sin progs
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// Could use a little clean up.
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//
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// 3 12/30/97 6:04p Jimdose
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// Added header text
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//
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// DESCRIPTION:
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// game dll information visible to server
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//
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#ifndef __GAME_H__
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#define __GAME_H__
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define GAME_API_VERSION 13
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// edict->svflags
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#define FRAMETIME 0.1
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#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
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#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
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#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
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#define SVF_SHOOTABLE 0x00000008 // treat as CONTENTS_SHOOTABLE for collision
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#define SVF_USEBBOX 0x00000010 // do not perform perfect collision use the bbox instead
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#define SVF_ONLYPARENT 0x00000020 // only send this entity to its parent
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#define SVF_HIDEOWNER 0x00000040 // hide the owner of the client
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#define SVF_MONSTERCLIP 0x00000080 // treat as CONTENTS_MONSTERCLIP for collision
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#define SVF_PLAYERCLIP 0x00000100 // treat as CONTENTS_PLAYERCLIP for collision
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// edict->solid values
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typedef enum
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{
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SOLID_NOT, // no interaction with other objects
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SOLID_TRIGGER, // only touch when inside, after moving
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SOLID_BBOX, // touch on edge
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SOLID_BSP // bsp clip, touch on edge
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} solid_t;
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//===============================================================
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// link_t is only used for entity area links now
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typedef struct link_s
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{
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struct link_s *prev, *next;
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} link_t;
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#define MAX_ENT_CLUSTERS 16
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typedef struct edict_s edict_t;
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typedef struct gclient_s gclient_t;
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typedef struct netconsole_s netconsole_t;
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typedef struct netconbuffer_s netconbuffer_t;
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typedef struct netsurface_s netsurface_t;
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#ifndef QCOMMON
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// If this is modified in qcommon.h, it must be reflected here.
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#define MAX_MSGLEN 1400 // max length of a message
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// If this is modified in qcommon.h, it must be reflected here.
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enum svc_ops_e
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{
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svc_bad,
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svc_muzzleflash,
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svc_muzzleflash2,
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svc_temp_entity,
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svc_layout,
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svc_inventory,
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svc_console_command
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};
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#endif
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#ifndef GAME_INCLUDE
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typedef struct gclient_s
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{
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player_state_t ps; // communicated by server to clients
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int ping;
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// the game dll can add anything it wants after
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// this point in the structure
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} gclient_t;
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struct edict_s
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{
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entity_state_t s;
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struct gclient_s *client;
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qboolean inuse;
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int linkcount;
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// FIXME: move these fields to a server private sv_entity_t
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link_t area; // linked to a division node or leaf
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int num_clusters; // if -1, use headnode instead
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int clusternums[MAX_ENT_CLUSTERS];
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int headnode; // unused if num_clusters != -1
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int areanum, areanum2;
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//================================
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int svflags; // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
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vec3_t mins, maxs;
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vec3_t absmin, absmax, size;
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vec3_t fullmins, fullmaxs;
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float fullradius;
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vec3_t centroid;
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solid_t solid;
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int clipmask;
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edict_t *owner;
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// the game dll can add anything it wants after
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// this point in the structure
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};
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#endif // GAME_INCLUDE
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struct netconsole_s
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{
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console_state_t s;
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qboolean inuse;
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};
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struct netconbuffer_s
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{
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console_buffer_state_t s;
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};
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struct netsurface_s
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{
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surface_state_t s;
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qboolean inuse;
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};
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//===============================================================
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//
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// functions provided by the main engine
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//
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typedef struct
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{
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// special messages
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void (*bprintf) (int printlevel, const char *fmt, ...);
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void (*dprintf) (const char *fmt, ...);
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void (*printf) (const char *fmt, ...);
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void (*cprintf) (edict_t *ent, int printlevel, const char *fmt, ...);
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void (*centerprintf) (edict_t *ent, const char *fmt, ...);
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void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs, float pitch, float fadetime, int flags);
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void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs, float pitch, float fadetime, int flags);
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// config strings hold all the index strings, the lightstyles,
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// and misc data like the sky definition and cdtrack.
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// All of the current configstrings are sent to clients when
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// they connect, and changes are sent to all connected clients.
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void (*configstring) (int num, const char *string);
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void (*error) (const char *fmt, ...);
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// new names can only be added during spawning
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// existing names can be looked up at any time
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int (*modelindex) (const char *name);
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int (*soundindex) (const char *name);
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int (*imageindex) (const char *name);
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int (*itemindex) (const char *name);
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void (*setmodel) (edict_t *ent, const char *name);
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// collision detection against world and bboxes of a-models
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trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
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// for full ray intersection tests against a-model polys and world
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trace_t (*fulltrace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, float radius, edict_t *passent, int contentmask);
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int (*pointcontents) (vec3_t point);
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qboolean (*inPVS) (vec3_t p1, vec3_t p2);
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qboolean (*inPHS) (vec3_t p1, vec3_t p2);
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void (*SetAreaPortalState) (int portalnum, qboolean open);
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qboolean (*AreasConnected) (int area1, int area2);
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// an entity will never be sent to a client or used for collision
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// if it is not passed to linkentity. If the size, position, or
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// solidity changes, it must be relinked.
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void (*linkentity) (edict_t *ent);
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void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict
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int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype);
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void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction
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// network messaging
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void (*multicast) (vec3_t origin, multicast_t to);
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void (*unicast) (edict_t *ent, qboolean reliable);
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void (*WriteChar) (int c);
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void (*WriteByte) (int c);
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void (*WriteShort) (int c);
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void (*WriteLong) (int c);
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void (*WriteFloat) (float f);
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void (*WriteString) (const char *s);
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void (*WritePosition) (vec3_t pos); // some fractional bits
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void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse
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void (*WriteAngle) (float f);
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// managed memory allocation
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void *(*TagMalloc) (int size, int tag);
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void (*TagFree) (void *block);
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void (*FreeTags) (int tag);
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// console variable interaction
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cvar_t *(*cvar) (const char *var_name, const char *value, int flags);
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cvar_t *(*cvar_set) (const char *var_name, const char *value);
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cvar_t *(*cvar_forceset) (const char *var_name, const char *value);
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// ClientCommand and coneole command parameter checking
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int (*argc) (void);
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const char *(*argv) (int n);
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const char *(*args) (void);
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// add commands to the server console as if they were typed in
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// for map changing, etc
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void (*AddCommandString) (const char *text);
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void (*DebugGraph) (float value, int color);
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int (*LoadFile) ( const char *path, void **buffer, int tag);
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const char *(*GameDir)( void );
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const char *(*PlayerDir)( void );
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void (*CreatePath)(const char *path);
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float (*SoundLength) ( const char *path );
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//
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// Model support
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//
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qboolean (*IsModel) ( int index );
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//
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// MODEL UTILITY FUNCTIONS
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//
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// DEF SPECIFIC STUFF
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int (*NumAnims) ( int modelindex );
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int (*NumSkins) ( int modelindex );
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int (*NumGroups) ( int modelindex );
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sinmdl_cmd_t * (*InitCommands) ( int modelindex );
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void (*CalculateBounds) ( int modelindex, float scale, vec3_t mins, vec3_t maxs );
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// ANIM SPECIFIC STUFF
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const char * (*Anim_NameForNum) ( int modelindex, int animnum );
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int (*Anim_NumForName) ( int modelindex, const char * name );
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int (*Anim_Random) ( int modelindex, const char * name );
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int (*Anim_NumFrames) ( int modelindex, int animnum );
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float (*Anim_Time) ( int modelindex, int animnum );
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void (*Anim_Delta) ( int modelindex, int animnum, vec3_t delta );
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// FRAME SPECIFIC STUFF
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sinmdl_cmd_t * (*Frame_Commands) ( int modelindex, int animnum, int framenum );
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void (*Frame_Delta) ( int modelindex, int animnum, int framenum, vec3_t delta );
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float (*Frame_Time) ( int modelindex, int animnum, int framenum );
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// SKIN SPECIFIC STUFF
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const char * (*Skin_NameForNum) ( int modelindex, int skinnum );
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int (*Skin_NumForName) ( int modelindex, const char * name );
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// GROUP SPECIFIC STUFF
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int (*Group_NameToNum) ( int modelindex, const char * name );
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|
const char * (*Group_NumToName) ( int modelindex, int num );
|
||
|
float (*Group_DamageMultiplier) ( int modelindex, int num );
|
||
|
int (*Group_Flags) ( int modelindex, int num );
|
||
|
|
||
|
// BONE SPECIFIC STUFF
|
||
|
qboolean (*GetBoneInfo)
|
||
|
(
|
||
|
int modelindex,
|
||
|
const char * bonename,
|
||
|
int * groupindex,
|
||
|
int * tri_num,
|
||
|
vec3_t orientation
|
||
|
);
|
||
|
|
||
|
const char * (*GetBoneGroupName)
|
||
|
(
|
||
|
int modelindex,
|
||
|
const char * bonename
|
||
|
);
|
||
|
|
||
|
qboolean (*GetBoneTransform)
|
||
|
(
|
||
|
int modelindex,
|
||
|
int groupindex,
|
||
|
int tri_num,
|
||
|
vec3_t orientation,
|
||
|
int anim,
|
||
|
int frame,
|
||
|
float scale,
|
||
|
vec3_t trans[3],
|
||
|
vec3_t pos
|
||
|
);
|
||
|
|
||
|
//
|
||
|
// ALIAS SYSTEM
|
||
|
//
|
||
|
qboolean (*Alias_Add)( int modelindex, const char * alias, const char * name, float weight );
|
||
|
const char * (*Alias_FindRandom)( int modelindex, const char * alias );
|
||
|
void (*Alias_Dump)( int modelindex );
|
||
|
void (*Alias_Clear)( int modelindex );
|
||
|
|
||
|
//
|
||
|
// GLOBAL ALIAS SYSTEM
|
||
|
//
|
||
|
qboolean (*GlobalAlias_Add)( const char * alias, const char * name, float weight );
|
||
|
const char * (*GlobalAlias_FindRandom)( const char * alias );
|
||
|
void (*GlobalAlias_Dump)( void );
|
||
|
void (*GlobalAlias_Clear)( void );
|
||
|
|
||
|
unsigned short ( *CalcCRC )( const char *start, int count );
|
||
|
|
||
|
//
|
||
|
// SURFACES
|
||
|
//
|
||
|
int (*Surf_NumSurfaces)( void );
|
||
|
csurface_t * (*Surf_Surfaces)( void );
|
||
|
|
||
|
void (*IncrementStatusCount)( int i );
|
||
|
debugline_t **DebugLines;
|
||
|
int *numDebugLines;
|
||
|
} game_import_t;
|
||
|
|
||
|
//
|
||
|
// functions exported by the game subsystem
|
||
|
//
|
||
|
typedef struct
|
||
|
{
|
||
|
int apiversion;
|
||
|
|
||
|
// the init function will only be called when a game starts,
|
||
|
// not each time a level is loaded. Persistant data for clients
|
||
|
// and the server can be allocated in init
|
||
|
void (*Init) (void);
|
||
|
void (*Shutdown) (void);
|
||
|
|
||
|
// each new level entered will cause a call to SpawnEntities
|
||
|
void (*SpawnEntities) (const char *mapname, const char *entstring, const char *spawnpoint);
|
||
|
|
||
|
// Read/Write Game is for storing persistant cross level information
|
||
|
// about the world state and the clients.
|
||
|
// WriteGame is called every time a level is exited.
|
||
|
// ReadGame is called on a loadgame.
|
||
|
void (*WriteGame) (const char *filename, qboolean autosave);
|
||
|
void (*ReadGame) (const char *filename);
|
||
|
|
||
|
// ReadLevel is called after the default map information has been
|
||
|
// loaded with SpawnEntities, so any stored client spawn spots will
|
||
|
// be used when the clients reconnect.
|
||
|
void (*WriteLevel) (const char *filename, qboolean autosave );
|
||
|
void (*ReadLevel) (const char *filename);
|
||
|
|
||
|
qboolean (*ClientConnect) (edict_t *ent, const char *userinfo );
|
||
|
void (*ClientBegin) (edict_t *ent, qboolean loadgame);
|
||
|
void (*ClientUserinfoChanged) (edict_t *ent, const char *userinfo);
|
||
|
void (*ClientDisconnect) (edict_t *ent);
|
||
|
void (*ClientCommand) (edict_t *ent);
|
||
|
void (*ClientThink) (edict_t *ent, usercmd_t *cmd);
|
||
|
|
||
|
void (*RunFrame) (void);
|
||
|
|
||
|
// ServerCommand will be called when an "sv <command>" command is issued on the
|
||
|
// server console.
|
||
|
// The game can issue gi.argc() / gi.argv() commands to get the rest
|
||
|
// of the parameters
|
||
|
void (*ServerCommand) (void);
|
||
|
|
||
|
void (*CreateSurfaces) (csurface_t *surfaces, int count);
|
||
|
|
||
|
//
|
||
|
// global variables shared between game and server
|
||
|
//
|
||
|
|
||
|
// The edict 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
|
||
|
struct edict_s *edicts;
|
||
|
int edict_size;
|
||
|
int num_edicts; // current number, <= max_edicts
|
||
|
int max_edicts;
|
||
|
struct netconsole_s *consoles;
|
||
|
int console_size;
|
||
|
int num_consoles;
|
||
|
int max_consoles;
|
||
|
struct netconbuffer_s *conbuffers;
|
||
|
int conbuffer_size;
|
||
|
struct netsurface_s *surfaces;
|
||
|
int surface_size;
|
||
|
int max_surfaces;
|
||
|
int num_surfaces;
|
||
|
} game_export_t;
|
||
|
|
||
|
game_export_t *GetGameApi (game_import_t *import);
|
||
|
|
||
|
#ifdef __cplusplus
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#endif
|