mirror of
https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
437 lines
20 KiB
C++
437 lines
20 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#ifndef __G_PUBLIC_H__
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#define __G_PUBLIC_H__
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// g_public.h -- game module information visible to server
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#define GAME_API_VERSION 10
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// entity->svFlags
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// the server does not know how to interpret most of the values
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// in entityStates (level eType), so the game must explicitly flag
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// special server behaviors
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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_INACTIVE 0x00000002 // Can't be used when this flag is on
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#define SVF_NPC 0x00000004
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#define SVF_BOT 0x00000008
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#define SVF_PLAYER_USABLE 0x00000010 // player can use this with the use button
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#define SVF_BROADCAST 0x00000020 // send to all connected clients
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#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
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#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->currentOrigin instead of entity->s.origin
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// for link position (missiles and movers)
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#define SVF_TRIMODEL 0x00000100 // Use a three piece model make up like a player does
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#define SVF_OBJECTIVE 0x00000200 // Draw it's name if crosshair comes across it
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#define SVF_ANIMATING 0x00000400 // Currently animating from startFrame to endFrame
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#define SVF_NPC_PRECACHE 0x00000800 // Tell cgame to precache this spawner's NPC stuff
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#define SVF_KILLED_SELF 0x00001000 // ent killed itself in a script, so don't do ICARUS_FreeEnt on it... or else!
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#define SVF_NAVGOAL 0x00002000 // Navgoal
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#define SVF_NOPUSH 0x00004000 // Can't be pushed around
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#define SVF_ICARUS_FREEZE 0x00008000 // NPCs are frozen, ents don't execute ICARUS commands
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#define SVF_PLAT 0x00010000 // A func_plat or door acting like one
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#define SVF_BBRUSH 0x00020000 // breakable brush
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#define SVF_LOCKEDENEMY 0x00040000 // keep current enemy until dead
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#define SVF_IGNORE_ENEMIES 0x00080000 // Ignore all enemies
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#define SVF_BEAMING 0x00100000 // Being transported
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#define SVF_PLAYING_SOUND 0x00200000 // In the middle of playing a sound
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#define SVF_CUSTOM_GRAVITY 0x00400000 // Use personal gravity
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#define SVF_BROKEN 0x00800000 // A broken misc_model_breakable
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#define SVF_NO_TELEPORT 0x01000000 // Will not be teleported
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#define SVF_NONNPC_ENEMY 0x02000000 // Not a client/NPC, but can still be considered a hostile lifeform
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#define SVF_SELF_ANIMATING 0x04000000 // Ent will control it's animation itself in it's think func
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#define SVF_GLASS_BRUSH 0x08000000 // Ent is a glass brush
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#define SVF_NO_BASIC_SOUNDS 0x10000000 // Don't load basic custom sound set
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#define SVF_NO_COMBAT_SOUNDS 0x20000000 // Don't load combat custom sound set
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#define SVF_NO_EXTRA_SOUNDS 0x40000000 // Don't load extra custom sound set
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#define SVF_MOVER_ADJ_AREA_PORTALS 0x80000000 // For scripted movers only- must *explicitly instruct* them to affect area portals
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//===============================================================
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typedef struct gentity_s gentity_t;
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//typedef struct gclient_s gclient_t;
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typedef enum
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{
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eNO = 0,
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eFULL,
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eAUTO,
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} SavedGameJustLoaded_e;
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#define GAME_INCLUDE
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#ifndef GAME_INCLUDE
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// the server needs to know enough information to handle collision and snapshot generation
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struct gentity_s {
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entityState_t s; // communicated by server to clients
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struct playerState_s *client;
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qboolean inuse;
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qboolean linked; // qfalse if not in any good cluster
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int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
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qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
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// only set by gi.SetBrushModel
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vec3_t mins, maxs;
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int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
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// a non-solid entity should set to 0
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vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
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// currentOrigin will be used for all collision detection and world linking.
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// it will not necessarily be the same as the trajectory evaluation for the current
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// time, because each entity must be moved one at a time after time is advanced
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// to avoid simultanious collision issues
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vec3_t currentOrigin;
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vec3_t currentAngles;
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gentity_t *owner; // objects never interact with their owners, to
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// prevent player missiles from immediately
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// colliding with their owner
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/*
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Ghoul2 Insert Start
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*/
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// this marker thing of Jake's is used for memcpy() length calcs, so don't put any ordinary fields (like above)
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// below this point or they won't work, and will mess up all sorts of stuff.
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//
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CGhoul2Info_v ghoul2;
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/*
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Ghoul2 Insert End
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*/
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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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//===============================================================
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//
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// functions provided by the main engine
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//
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/*
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Ghoul2 Insert Start
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*/
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class CMiniHeap;
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/*
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Ghoul2 Insert End
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*/
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typedef struct {
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//============== general Quake services ==================
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// print message on the local console
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void (*Printf)( const char *fmt, ... );
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// Write a camera ref_tag to cameras.map
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void (*WriteCam)( const char *text );
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void (*FlushCamFile)();
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// abort the game
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NORETURN_PTR void (*Error)( int level, const char *fmt, ... );
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// get current time for profiling reasons
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// this should NOT be used for any game related tasks,
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// because it is not journaled
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int (*Milliseconds)( void );
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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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void (*cvar_set)( const char *var_name, const char *value );
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int (*Cvar_VariableIntegerValue)( const char *var_name );
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void (*Cvar_VariableStringBuffer)( const char *var_name, char *buffer, int bufsize );
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// ClientCommand and ServerCommand parameter access
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int (*argc)( void );
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char *(*argv)( int n );
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int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode );
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int (*FS_Read)( void *buffer, int len, fileHandle_t f );
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int (*FS_Write)( const void *buffer, int len, fileHandle_t f );
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void (*FS_FCloseFile)( fileHandle_t f );
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long (*FS_ReadFile)( const char *name, void **buf );
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void (*FS_FreeFile)( void *buf );
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int (*FS_GetFileList)( const char *path, const char *extension, char *listbuf, int bufsize );
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// Savegame handling
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//
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ojk::ISavedGame* saved_game;
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// add commands to the console as if they were typed in
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// for map changing, etc
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void (*SendConsoleCommand)( const char *text );
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//=========== server specific functionality =============
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// kick a client off the server with a message
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void (*DropClient)( int clientNum, const char *reason );
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// reliably sends a command string to be interpreted by the given
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// client. If clientNum is -1, it will be sent to all clients
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void (*SendServerCommand)( int clientNum, const char *fmt, ... );
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// config strings hold all the index strings, and various other information
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// that is reliably communicated to all clients
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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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// All confgstrings are cleared at each level start.
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void (*SetConfigstring)( int num, const char *string );
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void (*GetConfigstring)( int num, char *buffer, int bufferSize );
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// userinfo strings are maintained by the server system, so they
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// are persistant across level loads, while all other game visible
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// data is completely reset
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void (*GetUserinfo)( int num, char *buffer, int bufferSize );
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void (*SetUserinfo)( int num, const char *buffer );
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// the serverinfo info string has all the cvars visible to server browsers
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void (*GetServerinfo)( char *buffer, int bufferSize );
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// sets mins and maxs based on the brushmodel name
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void (*SetBrushModel)( gentity_t *ent, const char *name );
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// collision detection against all linked entities
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void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
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const int passEntityNum, const int contentmask , const EG2_Collision eG2TraceType , const int useLod );
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// point contents against all linked entities
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int (*pointcontents)( const vec3_t point, int passEntityNum );
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// what contents are on the map?
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int (*totalMapContents)();
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qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
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qboolean (*inPVSIgnorePortals)( const vec3_t p1, const vec3_t p2 );
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void (*AdjustAreaPortalState)( gentity_t *ent, 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)( gentity_t *ent );
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void (*unlinkentity)( gentity_t *ent ); // call before removing an interactive entity
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// EntitiesInBox will return brush models based on their bounding box,
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// so exact determination must still be done with EntityContact
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int (*EntitiesInBox)( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
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// perform an exact check against inline brush models of non-square shape
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qboolean (*EntityContact)( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
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// sound volume values
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int *VoiceVolume;
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// dynamic memory allocator for things that need to be freed
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void *(*Malloc)( int iSize, memtag_t eTag, qboolean bZeroIt); // see qcommon/tags.h for choices
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int (*Free)( void *buf );
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qboolean (*bIsFromZone)( void *buf, memtag_t eTag); // see qcommon/tags.h for choices
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/*
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Ghoul2 Insert Start
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*/
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qhandle_t (*G2API_PrecacheGhoul2Model)(const char *fileName);
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int (*G2API_InitGhoul2Model)(CGhoul2Info_v &ghoul2, const char *fileName, int modelIndex, qhandle_t customSkin,
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qhandle_t customShader, int modelFlags, int lodBias );
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qboolean (*G2API_SetSkin)(CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t renderSkin );
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qboolean (*G2API_SetBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int startFrame, const int endFrame,
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const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime );
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qboolean (*G2API_SetBoneAngles)(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles,
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const int flags, const Eorientations up, const Eorientations right, const Eorientations forward,
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qhandle_t *modelList, int blendTime , int blendStart );
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qboolean (*G2API_SetBoneAnglesIndex)(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags,
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const Eorientations yaw, const Eorientations pitch, const Eorientations roll,
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qhandle_t *modelList, int blendTime, int currentTime );
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qboolean (*G2API_SetBoneAnglesMatrix)(CGhoul2Info *ghlInfo, const char *boneName, const mdxaBone_t &matrix, const int flags,
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qhandle_t *modelList, int blendTime , int currentTime );
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void (*G2API_CopyGhoul2Instance)(CGhoul2Info_v &ghoul2From, CGhoul2Info_v &ghoul2To, int modelIndex );
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qboolean (*G2API_SetBoneAnimIndex)(CGhoul2Info *ghlInfo, const int index, const int startFrame, const int endFrame, const int flags,
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const float animSpeed, const int currentTime, const float setFrame , const int blendTime );
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qboolean (*G2API_SetLodBias)(CGhoul2Info *ghlInfo, int lodBias);
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qboolean (*G2API_SetShader)(CGhoul2Info *ghlInfo, qhandle_t customShader);
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qboolean (*G2API_RemoveGhoul2Model)(CGhoul2Info_v &ghlInfo, const int modelIndex);
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qboolean (*G2API_SetSurfaceOnOff)(CGhoul2Info *ghlInfo, const char *surfaceName, const int flags);
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qboolean (*G2API_SetRootSurface)(CGhoul2Info_v &ghlInfo, const int modelIndex, const char *surfaceName);
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qboolean (*G2API_RemoveSurface)(CGhoul2Info *ghlInfo, const int index);
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int (*G2API_AddSurface)(CGhoul2Info *ghlInfo, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod );
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qboolean (*G2API_GetBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime, float *currentFrame,
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int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList);
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qboolean (*G2API_GetBoneAnimIndex)(CGhoul2Info *ghlInfo, const int iBoneIndex, const int currentTime, float *currentFrame,
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int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList);
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qboolean (*G2API_GetAnimRange)(CGhoul2Info *ghlInfo, const char *boneName, int *startFrame, int *endFrame);
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qboolean (*G2API_GetAnimRangeIndex)(CGhoul2Info *ghlInfo, const int boneIndex, int *startFrame, int *endFrame);
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qboolean (*G2API_PauseBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime);
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qboolean (*G2API_PauseBoneAnimIndex)(CGhoul2Info *ghlInfo, const int boneIndex, const int currentTime);
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qboolean (*G2API_IsPaused)(CGhoul2Info *ghlInfo, const char *boneName);
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qboolean (*G2API_StopBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName);
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qboolean (*G2API_StopBoneAngles)(CGhoul2Info *ghlInfo, const char *boneName);
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qboolean (*G2API_RemoveBone)(CGhoul2Info *ghlInfo, const char *boneName);
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qboolean (*G2API_RemoveBolt)(CGhoul2Info *ghlInfo, const int index);
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int (*G2API_AddBolt)(CGhoul2Info *ghlInfo, const char *boneName);
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int (*G2API_AddBoltSurfNum)(CGhoul2Info *ghlInfo, const int surfIndex);
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qboolean (*G2API_AttachG2Model)(CGhoul2Info *ghlInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int toModel);
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qboolean (*G2API_DetachG2Model)(CGhoul2Info *ghlInfo);
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qboolean (*G2API_AttachEnt)(int *boltInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int entNum, int toModelNum);
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void (*G2API_DetachEnt)(int *boltInfo);
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qboolean (*G2API_GetBoltMatrix)(CGhoul2Info_v &ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix,
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const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, const vec3_t scale);
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void (*G2API_ListSurfaces)(CGhoul2Info *ghlInfo);
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void (*G2API_ListBones)(CGhoul2Info *ghlInfo, int frame);
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qboolean (*G2API_HaveWeGhoul2Models)(CGhoul2Info_v &ghoul2);
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qboolean (*G2API_SetGhoul2ModelFlags)(CGhoul2Info *ghlInfo, const int flags);
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int (*G2API_GetGhoul2ModelFlags)(CGhoul2Info *ghlInfo);
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qboolean (*G2API_GetAnimFileName)(CGhoul2Info *ghlInfo, char **filename);
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void (*G2API_CollisionDetect)(CCollisionRecord *collRecMap, CGhoul2Info_v &ghoul2, const vec3_t angles, const vec3_t position,
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int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, CMiniHeap *G2VertSpace,
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EG2_Collision eG2TraceType, int useLod, float fRadius);
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void (*G2API_GiveMeVectorFromMatrix)(mdxaBone_t &boltMatrix, Eorientations flags, vec3_t &vec);
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void (*G2API_CleanGhoul2Models)(CGhoul2Info_v &ghoul2);
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IGhoul2InfoArray & (*TheGhoul2InfoArray)();
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int (*G2API_GetParentSurface)(CGhoul2Info *ghlInfo, const int index);
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int (*G2API_GetSurfaceIndex)(CGhoul2Info *ghlInfo, const char *surfaceName);
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char *(*G2API_GetSurfaceName)(CGhoul2Info *ghlInfo, int surfNumber);
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char *(*G2API_GetGLAName)(CGhoul2Info *ghlInfo);
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qboolean (*G2API_SetNewOrigin)(CGhoul2Info *ghlInfo, const int boltIndex);
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int (*G2API_GetBoneIndex)(CGhoul2Info *ghlInfo, const char *boneName, qboolean bAddIfNotFound);
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qboolean (*G2API_StopBoneAnglesIndex)(CGhoul2Info *ghlInfo, const int index);
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qboolean (*G2API_StopBoneAnimIndex)(CGhoul2Info *ghlInfo, const int index);
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qboolean (*G2API_SetBoneAnglesMatrixIndex)(CGhoul2Info *ghlInfo, const int index, const mdxaBone_t &matrix,
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const int flags, qhandle_t *modelList, int blendTime, int currentTime);
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qboolean (*G2API_SetAnimIndex)(CGhoul2Info *ghlInfo, const int index);
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int (*G2API_GetAnimIndex)(CGhoul2Info *ghlInfo);
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void (*G2API_SaveGhoul2Models)(CGhoul2Info_v &ghoul2);
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void (*G2API_LoadGhoul2Models)(CGhoul2Info_v &ghoul2, char *buffer);
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void (*G2API_LoadSaveCodeDestructGhoul2Info)(CGhoul2Info_v &ghoul2);
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char *(*G2API_GetAnimFileNameIndex)(qhandle_t modelIndex);
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char *(*G2API_GetAnimFileInternalNameIndex)(qhandle_t modelIndex);
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int (*G2API_GetSurfaceRenderStatus)(CGhoul2Info *ghlInfo, const char *surfaceName);
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//rww - RAGDOLL_BEGIN
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void (*G2API_SetRagDoll)(CGhoul2Info_v &ghoul2,void *parms);
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void (*G2API_AnimateG2Models)(CGhoul2Info_v &ghoul2, int AcurrentTime,void *params);
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qboolean (*G2API_RagPCJConstraint)(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t min, vec3_t max);
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qboolean (*G2API_RagPCJGradientSpeed)(CGhoul2Info_v &ghoul2, const char *boneName, const float speed);
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qboolean (*G2API_RagEffectorGoal)(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos);
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qboolean (*G2API_GetRagBonePos)(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale);
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qboolean (*G2API_RagEffectorKick)(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t velocity);
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qboolean (*G2API_RagForceSolve)(CGhoul2Info_v &ghoul2, qboolean force);
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qboolean (*G2API_SetBoneIKState)(CGhoul2Info_v &ghoul2, int time, const char *boneName, int ikState, void *params);
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qboolean (*G2API_IKMove) (CGhoul2Info_v &ghoul2, int time, void *params);
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//rww - RAGDOLL_END
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void (*G2API_AddSkinGore)(CGhoul2Info_v &ghoul2,void *gore);
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void (*G2API_ClearSkinGore)( CGhoul2Info_v &ghoul2 );
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void (*RMG_Init)(int terrainID);
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int (*CM_RegisterTerrain)(const char *info);
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const char *(*SetActiveSubBSP)(int index);
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int (*RE_RegisterSkin)(const char *name);
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int (*RE_GetAnimationCFG)(const char *psCFGFilename, char *psDest, int iDestSize);
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bool (*WE_GetWindVector)(vec3_t windVector, vec3_t atpoint);
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bool (*WE_GetWindGusting)(vec3_t atpoint);
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bool (*WE_IsOutside)(vec3_t pos);
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float (*WE_IsOutsideCausingPain)(vec3_t pos);
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float (*WE_GetChanceOfSaberFizz)(void);
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bool (*WE_IsShaking)(vec3_t pos);
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void (*WE_AddWeatherZone)(vec3_t mins, vec3_t maxs);
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bool (*WE_SetTempGlobalFogColor)(vec3_t color);
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|
|
|
|
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/*
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Ghoul2 Insert End
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|
*/
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|
|
|
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} game_import_t;
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|
|
|
//
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|
// functions exported by the game subsystem
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|
//
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|
typedef struct {
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int apiversion;
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|
|
|
// init and shutdown will be called every single level
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// levelTime will be near zero, while globalTime will be a large number
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|
// that can be used to track spectator entry times across restarts
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|
void (*Init)( const char *mapname, const char *spawntarget, int checkSum, const char *entstring,
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|
int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition );
|
|
void (*Shutdown) (void);
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|
|
|
// ReadLevel is called after the default map information has been
|
|
// loaded with SpawnEntities
|
|
void (*WriteLevel) (qboolean qbAutosave);
|
|
void (*ReadLevel) (qboolean qbAutosave, qboolean qbLoadTransition);
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|
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 );
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|
|
|
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 );
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|
|
|
void (*RunFrame)( int levelTime );
|
|
void (*ConnectNavs)( const char *mapname, int checkSum );
|
|
|
|
// 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 );
|
|
//int (*ValidateAnimRange)( int startFrame, int endFrame, float animSpeed );
|
|
|
|
void (*GameSpawnRMGEntity)(char *s);
|
|
//
|
|
// 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__
|