mirror of
https://github.com/unknownworlds/NS.git
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164 lines
8.1 KiB
C
164 lines
8.1 KiB
C
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#if defined( FINAL_VAC_BUILD )
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#define CL_DLLEXPORT
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#else
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#define CL_DLLEXPORT __declspec( dllexport )
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#endif // FINAL_VAC_BUILD
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extern "C"
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{
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// From hl_weapons
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void CL_DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed );
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// From cdll_int
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int CL_DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
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int CL_DLLEXPORT HUD_VidInit( void );
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void CL_DLLEXPORT HUD_Init( void );
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int CL_DLLEXPORT HUD_Redraw( float flTime, int intermission );
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int CL_DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
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void CL_DLLEXPORT HUD_Reset ( void );
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void CL_DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
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void CL_DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
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char CL_DLLEXPORT HUD_PlayerMoveTexture( char *name );
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int CL_DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
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int CL_DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
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void CL_DLLEXPORT HUD_Frame( double time );
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void CL_DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
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void CL_DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
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// From demo
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void CL_DLLEXPORT Demo_ReadBuffer( int size, unsigned char *buffer );
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// From entity
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int CL_DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname );
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void CL_DLLEXPORT HUD_CreateEntities( void );
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void CL_DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity );
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void CL_DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client );
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void CL_DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src );
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void CL_DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd );
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void CL_DLLEXPORT HUD_TempEntUpdate( double frametime, double client_time, double cl_gravity, struct tempent_s **ppTempEntFree, struct tempent_s **ppTempEntActive, int ( *Callback_AddVisibleEntity )( struct cl_entity_s *pEntity ), void ( *Callback_TempEntPlaySound )( struct tempent_s *pTemp, float damp ) );
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struct cl_entity_s CL_DLLEXPORT *HUD_GetUserEntity( int index );
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// From in_camera
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void CL_DLLEXPORT CAM_Think( void );
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int CL_DLLEXPORT CL_IsThirdPerson( void );
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void CL_DLLEXPORT CL_CameraOffset( float *ofs );
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// From input
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struct kbutton_s CL_DLLEXPORT *KB_Find( const char *name );
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void CL_DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active );
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void CL_DLLEXPORT HUD_Shutdown( void );
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int CL_DLLEXPORT HUD_Key_Event( int eventcode, int keynum, const char *pszCurrentBinding );
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// From inputw32
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void CL_DLLEXPORT IN_ActivateMouse( void );
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void CL_DLLEXPORT IN_DeactivateMouse( void );
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void CL_DLLEXPORT IN_MouseEvent (int mstate);
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void CL_DLLEXPORT IN_Accumulate (void);
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void CL_DLLEXPORT IN_ClearStates (void);
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// From tri
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void CL_DLLEXPORT HUD_DrawNormalTriangles( void );
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void CL_DLLEXPORT HUD_DrawTransparentTriangles( void );
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// From view
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void CL_DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams );
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// From GameStudioModelRenderer
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int CL_DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio );
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}
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#if defined( FINAL_VAC_BUILD )
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extern cldll_func_dst_t *g_pcldstAddrs;
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// Macros for the client receiving calls from the engine
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#define RecClInitialize(a, b) (g_pcldstAddrs->pInitFunc(&a, &b))
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#define RecClHudInit() (g_pcldstAddrs->pHudInitFunc())
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#define RecClHudVidInit() (g_pcldstAddrs->pHudVidInitFunc())
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#define RecClHudRedraw(a, b) (g_pcldstAddrs->pHudRedrawFunc(&a, &b))
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#define RecClHudUpdateClientData(a, b) (g_pcldstAddrs->pHudUpdateClientDataFunc(&a, &b))
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#define RecClHudReset() (g_pcldstAddrs->pHudResetFunc())
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#define RecClClientMove(a, b) (g_pcldstAddrs->pClientMove(&a, &b))
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#define RecClClientMoveInit(a) (g_pcldstAddrs->pClientMoveInit(&a))
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#define RecClClientTextureType(a) (g_pcldstAddrs->pClientTextureType(&a))
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#define RecClIN_ActivateMouse() (g_pcldstAddrs->pIN_ActivateMouse())
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#define RecClIN_DeactivateMouse() (g_pcldstAddrs->pIN_DeactivateMouse())
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#define RecClIN_MouseEvent(a) (g_pcldstAddrs->pIN_MouseEvent(&a))
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#define RecClIN_ClearStates() (g_pcldstAddrs->pIN_ClearStates())
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#define RecClIN_Accumulate() (g_pcldstAddrs->pIN_Accumulate())
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#define RecClCL_CreateMove(a, b, c) (g_pcldstAddrs->pCL_CreateMove(&a, &b, &c))
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#define RecClCL_IsThirdPerson() (g_pcldstAddrs->pCL_IsThirdPerson())
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#define RecClCL_GetCameraOffsets(a) (g_pcldstAddrs->pCL_GetCameraOffsets(&a))
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#define RecClFindKey(a) (g_pcldstAddrs->pFindKey(&a))
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#define RecClCamThink() (g_pcldstAddrs->pCamThink())
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#define RecClCalcRefdef(a) (g_pcldstAddrs->pCalcRefdef(&a))
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#define RecClAddEntity(a, b, c) (g_pcldstAddrs->pAddEntity(&a, &b, &c))
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#define RecClCreateEntities() (g_pcldstAddrs->pCreateEntities())
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#define RecClDrawNormalTriangles() (g_pcldstAddrs->pDrawNormalTriangles())
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#define RecClDrawTransparentTriangles() (g_pcldstAddrs->pDrawTransparentTriangles())
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#define RecClStudioEvent(a, b) (g_pcldstAddrs->pStudioEvent(&a, &b))
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#define RecClPostRunCmd(a, b, c, d, e, f) (g_pcldstAddrs->pPostRunCmd(&a, &b, &c, &d, &e, &f))
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#define RecClShutdown() (g_pcldstAddrs->pShutdown())
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#define RecClTxferLocalOverrides(a, b) (g_pcldstAddrs->pTxferLocalOverrides(&a, &b))
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#define RecClProcessPlayerState(a, b) (g_pcldstAddrs->pProcessPlayerState(&a, &b))
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#define RecClTxferPredictionData(a, b, c, d, e, f) (g_pcldstAddrs->pTxferPredictionData(&a, &b, &c, &d, &e, &f))
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#define RecClReadDemoBuffer(a, b) (g_pcldstAddrs->pReadDemoBuffer(&a, &b))
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#define RecClConnectionlessPacket(a, b, c, d) (g_pcldstAddrs->pConnectionlessPacket(&a, &b, &c, &d))
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#define RecClGetHullBounds(a, b, c) (g_pcldstAddrs->pGetHullBounds(&a, &b, &c))
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#define RecClHudFrame(a) (g_pcldstAddrs->pHudFrame(&a))
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#define RecClKeyEvent(a, b, c) (g_pcldstAddrs->pKeyEvent(&a, &b, &c))
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#define RecClTempEntUpdate(a, b, c, d, e, f, g) (g_pcldstAddrs->pTempEntUpdate(&a, &b, &c, &d, &e, &f, &g))
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#define RecClGetUserEntity(a) (g_pcldstAddrs->pGetUserEntity(&a))
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#define RecClVoiceStatus(a, b) (g_pcldstAddrs->pVoiceStatus(&a, &b))
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#define RecClDirectorMessage(a, b) (g_pcldstAddrs->pDirectorMessage(&a, &b))
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#define RecClStudioInterface(a, b, c) (g_pcldstAddrs->pStudioInterface(&a, &b, &c))
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#else
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#define RecClInitialize(a, b)
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#define RecClHudInit()
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#define RecClHudVidInit()
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#define RecClHudRedraw(a, b)
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#define RecClHudUpdateClientData(a, b)
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#define RecClHudReset()
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#define RecClClientMove(a, b)
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#define RecClClientMoveInit(a)
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#define RecClClientTextureType(a)
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#define RecClIN_ActivateMouse()
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#define RecClIN_DeactivateMouse()
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#define RecClIN_MouseEvent(a)
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#define RecClIN_ClearStates()
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#define RecClIN_Accumulate()
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#define RecClCL_CreateMove(a, b, c)
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#define RecClCL_IsThirdPerson()
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#define RecClCL_GetCameraOffsets(a)
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#define RecClFindKey(a)
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#define RecClCamThink()
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#define RecClCalcRefdef(a)
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#define RecClAddEntity(a, b, c)
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#define RecClCreateEntities()
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#define RecClDrawNormalTriangles()
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#define RecClDrawTransparentTriangles()
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#define RecClStudioEvent(a, b)
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#define RecClPostRunCmd(a, b, c, d, e, f)
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#define RecClShutdown()
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#define RecClTxferLocalOverrides(a, b)
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#define RecClProcessPlayerState(a, b)
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#define RecClTxferPredictionData(a, b, c, d, e, f)
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#define RecClReadDemoBuffer(a, b)
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#define RecClConnectionlessPacket(a, b, c, d)
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#define RecClGetHullBounds(a, b, c)
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#define RecClHudFrame(a)
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#define RecClKeyEvent(a, b, c)
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#define RecClTempEntUpdate(a, b, c, d, e, f, g)
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#define RecClGetUserEntity(a)
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#define RecClVoiceStatus(a, b)
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#define RecClDirectorMessage(a, b)
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#define RecClStudioInterface(a, b, c)
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#endif // FINAL_VAC_BUILD
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