WinCSX 0.2 initial commitment

This commit is contained in:
Johnny Bergström 2005-01-21 16:08:36 +00:00
parent 544b74f839
commit 4e6233b898
15 changed files with 6959 additions and 0 deletions

327
dlls/csx/source/WinCSX/CRank.cpp Executable file
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#include "stdafx.h"
//#include "amxxmodule.h"
#include "CRank.h"
#include <stdio.h>
//#include "rank.h"
// *****************************************************
// class Stats
// *****************************************************
Stats::Stats(){
hits = shots = damage = hs = tks = kills = deaths = bDefusions = bDefused = bPlants = bExplosions = 0;
memset( bodyHits , 0 ,sizeof( bodyHits ) );
}
void Stats::commit(Stats* a){
hits += a->hits;
shots += a->shots;
damage += a->damage;
hs += a->hs;
tks += a->tks;
kills += a->kills;
deaths += a->deaths;
bDefusions += a->bDefusions;
bDefused += a->bDefused;
bPlants += a->bPlants;
bExplosions += a->bExplosions;
for(int i = 1; i < 8; ++i)
bodyHits[i] += a->bodyHits[i];
}
// *****************************************************
// class RankSystem
// *****************************************************
RankSystem::RankStats::RankStats( const char* uu, const char* nn, RankSystem* pp ) {
name = 0;
namelen = 0;
unique = 0;
uniquelen = 0;
score = 0;
parent = pp;
id = ++parent->rankNum;
next = prev = 0;
setName( nn );
setUnique( uu );
}
RankSystem::RankStats::~RankStats() {
delete[] name;
delete[] unique;
--parent->rankNum;
}
void RankSystem::RankStats::setName( const char* nn ) {
delete[] name;
namelen = strlen(nn) + 1;
name = new char[namelen];
if ( name )
strcpy( name , nn );
else
namelen = 0;
}
void RankSystem::RankStats::setUnique( const char* nn ) {
delete[] unique;
uniquelen = strlen(nn) + 1;
unique = new char[uniquelen];
if ( unique )
strcpy( unique , nn );
else
uniquelen = 0;
}
RankSystem::RankSystem() {
head = 0;
tail = 0;
rankNum = 0;
calc.code = 0;
}
RankSystem::~RankSystem() {
clear();
}
void RankSystem::put_before( RankStats* a, RankStats* ptr ){
a->next = ptr;
if ( ptr ){
a->prev = ptr->prev;
ptr->prev = a;
}
else{
a->prev = head;
head = a;
}
if ( a->prev ) a->prev->next = a;
else tail = a;
}
void RankSystem::put_after( RankStats* a, RankStats* ptr ) {
a->prev = ptr;
if ( ptr ){
a->next = ptr->next;
ptr->next = a;
}
else{
a->next = tail;
tail = a;
}
if ( a->next ) a->next->prev = a;
else head = a;
}
void RankSystem::unlink( RankStats* ptr ){
if (ptr->prev) ptr->prev->next = ptr->next;
else tail = ptr->next;
if (ptr->next) ptr->next->prev = ptr->prev;
else head = ptr->prev;
}
void RankSystem::clear(){
while( tail ){
head = tail->next;
delete tail;
tail = head;
}
}
/*
bool RankSystem::loadCalc(const char* filename, char* error)
{
if ((MF_LoadAmxScript(&calc.amx,&calc.code,filename,error,0)!=AMX_ERR_NONE)||
(MF_AmxAllot(&calc.amx, 8 , &calc.amxAddr1, &calc.physAddr1)!=AMX_ERR_NONE)||
(MF_AmxAllot(&calc.amx, 8 , &calc.amxAddr2, &calc.physAddr2)!=AMX_ERR_NONE)||
(MF_AmxFindPublic(&calc.amx,"get_score",&calc.func)!=AMX_ERR_NONE)){
//LOG_CONSOLE( PLID, "Couldn't load plugin (file \"%s\")",filename);
MF_UnloadAmxScript(&calc.amx, &calc.code);
return false;
}
return true;
}
void RankSystem::unloadCalc()
{
MF_UnloadAmxScript(&calc.amx , &calc.code);
}
*/
RankSystem::RankStats* RankSystem::findEntryInRank(const char* unique, const char* name )
{
RankStats* a = head;
while ( a )
{
if ( strcmp( a->getUnique() ,unique ) == 0 )
return a;
a = a->prev;
}
a = new RankStats( unique ,name,this );
if ( a == 0 ) return 0;
put_after( a , 0 );
return a;
}
RankSystem::RankStats* RankSystem::findEntryInRankByPos(int position)
{
RankStats* a = head;
while ( a )
{
if (a->getPosition() == position)
return a;
a = a->prev;
}
return a;
}
void RankSystem::updatePos( RankStats* rr , Stats* s )
{
rr->addStats( s );
if ( calc.code ) {
calc.physAddr1[0] = rr->kills;
calc.physAddr1[1] = rr->deaths;
calc.physAddr1[2] = rr->hs;
calc.physAddr1[3] = rr->tks;
calc.physAddr1[4] = rr->shots;
calc.physAddr1[5] = rr->hits;
calc.physAddr1[6] = rr->damage;
calc.physAddr1[7] = rr->bDefusions;
calc.physAddr1[8] = rr->bDefused;
calc.physAddr1[9] = rr->bPlants;
calc.physAddr1[10] = rr->bExplosions;
for(int i = 1; i < 8; ++i)
calc.physAddr2[i] = rr->bodyHits[i];
cell result = 0;
//int err;
//if ((err = MF_AmxExec(&calc.amx,&result, calc.func ,2,calc.amxAddr1,calc.amxAddr2 )) != AMX_ERR_NONE)
//LOG_CONSOLE( PLID, "Run time error %d on line %ld (plugin \"%s\")", err,calc.amx.curline,LOCALINFO("csstats_score"));
rr->score = result;
}
else rr->score = rr->kills - rr->deaths;
RankStats* aa = rr->next;
while ( aa && (aa->score <= rr->score) ) { // try to nominate
rr->goUp();
aa->goDown();
aa = aa->next; // go to next rank
}
if ( aa != rr->next )
{
unlink( rr );
put_before( rr, aa );
}
else
{
aa = rr->prev;
while ( aa && (aa->score > rr->score) ) { // go down
rr->goDown();
aa->goUp();
aa = aa->prev; // go to prev rank
}
if ( aa != rr->prev ){
unlink( rr );
put_after( rr, aa );
}
}
}
bool RankSystem::loadRank( const char* filename )
{
FILE *bfp = fopen( filename , "rb" );
if ( !bfp ) {
return false;
}
short int i = 0;
fread(&i, 1 , sizeof(short int) , bfp);
if (i == RANK_VERSION)
{
Stats d;
char unique[64], name[64];
fread(&i , 1, sizeof(short int), bfp);
while( i )
{
fread(name , i,sizeof(char) , bfp);
fread(&i , 1, sizeof(short int), bfp);
fread(unique , i,sizeof(char) , bfp);
fread(&d.tks, 1,sizeof(int), bfp);
fread(&d.damage, 1,sizeof(int), bfp);
fread(&d.deaths, 1,sizeof(int), bfp);
fread(&d.kills, 1,sizeof(int), bfp);
fread(&d.shots, 1,sizeof(int), bfp);
fread(&d.hits, 1,sizeof(int), bfp);
fread(&d.hs, 1,sizeof(int), bfp);
fread(&d.bDefusions, 1,sizeof(int), bfp);
fread(&d.bDefused, 1,sizeof(int), bfp);
fread(&d.bPlants, 1,sizeof(int), bfp);
fread(&d.bExplosions, 1,sizeof(int), bfp);
fread(d.bodyHits, 1,sizeof(d.bodyHits), bfp);
fread(&i , 1, sizeof(short int), bfp);
RankSystem::RankStats* a = findEntryInRank( unique , name );
if ( a ) a->updatePosition( &d );
}
}
fclose(bfp);
return true;
}
void RankSystem::saveRank( const char* filename )
{
FILE *bfp = fopen(filename, "wb");
if ( !bfp ) return;
short int i = RANK_VERSION;
fwrite(&i, 1, sizeof(short int) , bfp);
RankSystem::iterator a = front();
while ( a )
{
if ( (*a).score != (1<<31) ) // score must be different than mincell
{
fwrite( &(*a).namelen , 1, sizeof(short int), bfp);
fwrite( (*a).name , (*a).namelen , sizeof(char) , bfp);
fwrite( &(*a).uniquelen , 1, sizeof(short int), bfp);
fwrite( (*a).unique , (*a).uniquelen , sizeof(char) , bfp);
fwrite( &(*a).tks, 1, sizeof(int), bfp);
fwrite( &(*a).damage, 1, sizeof(int), bfp);
fwrite( &(*a).deaths, 1, sizeof(int), bfp);
fwrite( &(*a).kills, 1, sizeof(int), bfp);
fwrite( &(*a).shots, 1, sizeof(int), bfp);
fwrite( &(*a).hits, 1, sizeof(int), bfp);
fwrite( &(*a).hs, 1, sizeof(int), bfp);
fwrite( &(*a).bDefusions, 1, sizeof(int), bfp);
fwrite( &(*a).bDefused, 1, sizeof(int), bfp);
fwrite( &(*a).bPlants, 1, sizeof(int), bfp);
fwrite( &(*a).bExplosions, 1, sizeof(int), bfp);
fwrite( (*a).bodyHits, 1, sizeof((*a).bodyHits), bfp);
}
--a;
}
i = 0;
fwrite( &i , 1, sizeof(short int), bfp); // null terminator
fclose(bfp);
}

124
dlls/csx/source/WinCSX/CRank.h Executable file
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#ifndef CRANK_H
#define CRANK_H
#define RANK_VERSION 11
#include "stdafx.h"
#include "amxxmodule.h"
// *****************************************************
// class Stats
// *****************************************************
struct Stats {
int hits;
int shots;
int damage;
int hs;
int tks;
int kills;
int deaths;
int bodyHits[9]; ////////////////////
// SiDLuke start
int bPlants;
int bExplosions;
int bDefusions;
int bDefused;
// SiDLuke end :D
Stats();
void commit(Stats* a);
};
// *****************************************************
// class RankSystem
// *****************************************************
class RankSystem
{
public:
class RankStats;
friend class RankStats;
class iterator;
class RankStats : public Stats {
friend class RankSystem;
friend class iterator;
RankSystem* parent;
RankStats* next;
RankStats* prev;
char* unique;
short int uniquelen;
char* name;
short int namelen;
int score;
int id;
RankStats( const char* uu, const char* nn, RankSystem* pp );
~RankStats();
void setUnique( const char* nn );
inline void goDown() {++id;}
inline void goUp() {--id;}
inline void addStats(Stats* a) { commit( a ); }
public:
void setName( const char* nn );
inline const char* getName() const { return name ? name : ""; }
inline const char* getUnique() const { return unique ? unique : ""; }
inline int getPosition() const { return id; }
inline void updatePosition( Stats* points ) {
parent->updatePos( this , points );
}
};
private:
RankStats* head;
RankStats* tail;
int rankNum;
struct scoreCalc{
AMX amx;
void* code;
int func;
cell amxAddr1;
cell amxAddr2;
cell *physAddr1;
cell *physAddr2;
} calc;
void put_before( RankStats* a, RankStats* ptr );
void put_after( RankStats* a, RankStats* ptr );
void unlink( RankStats* ptr );
void updatePos( RankStats* r , Stats* s );
public:
RankSystem();
~RankSystem();
void saveRank( const char* filename );
bool loadRank( const char* filename );
RankStats* findEntryInRank(const char* unique, const char* name );
RankStats* findEntryInRankByPos(int position);
//bool loadCalc(const char* filename, char* error);
inline int getRankNum( ) const { return rankNum; }
void clear();
//void unloadCalc();
class iterator {
RankStats* ptr;
public:
iterator(RankStats* a): ptr(a){}
inline iterator& operator--() { ptr = ptr->prev; return *this;}
inline iterator& operator++() { ptr = ptr->next; return *this; }
inline RankStats& operator*() { return *ptr;}
operator bool () { return (ptr != 0); }
};
inline iterator front() { return iterator(head); }
inline iterator begin() { return iterator(tail); }
};
#endif

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========================================================================
WIN32 APPLICATION : WinCSX Project Overview
========================================================================
AppWizard has created this WinCSX application for you.
This file contains a summary of what you will find in each of the files that
make up your WinCSX application.
WinCSX.vcproj
This is the main project file for VC++ projects generated using an Application Wizard.
It contains information about the version of Visual C++ that generated the file, and
information about the platforms, configurations, and project features selected with the
Application Wizard.
WinCSX.cpp
This is the main application source file.
/////////////////////////////////////////////////////////////////////////////
AppWizard has created the following resources:
WinCSX.rc
This is a listing of all of the Microsoft Windows resources that the
program uses. It includes the icons, bitmaps, and cursors that are stored
in the RES subdirectory. This file can be directly edited in Microsoft
Visual C++.
Resource.h
This is the standard header file, which defines new resource IDs.
Microsoft Visual C++ reads and updates this file.
WinCSX.ico
This is an icon file, which is used as the application's icon (32x32).
This icon is included by the main resource file WinCSX.rc.
small.ico
This is an icon file, which contains a smaller version (16x16)
of the application's icon. This icon is included by the main resource
file WinCSX.rc.
/////////////////////////////////////////////////////////////////////////////
Other standard files:
StdAfx.h, StdAfx.cpp
These files are used to build a precompiled header (PCH) file
named WinCSX.pch and a precompiled types file named StdAfx.obj.
/////////////////////////////////////////////////////////////////////////////
Other notes:
AppWizard uses "TODO:" comments to indicate parts of the source code you
should add to or customize.
/////////////////////////////////////////////////////////////////////////////

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//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by WinCSX.rc
//
#define IDC_MYICON 2
#define IDD_WINCSX_DIALOG 102
#define IDS_APP_TITLE 103
#define IDD_WINCSXBOX 103
#define IDM_ABOUT 104
#define IDM_EXIT 105
#define IDI_WINCSX 107
#define IDI_SMALL 108
#define IDC_WINCSX 109
#define IDR_MAINFRAME 128
#define IDD_ABOUTBOX 129
#define IDC_LIST 1010
#define IDC_BUTTON_ABOUT 1029
#define IDC_ABOUT 1029
#define IDC_EDIT_NAME 1100
#define IDC_EDIT_POSITION 1101
#define IDC_EDIT_AUTHID 1102
#define IDC_EDIT_DAMAGE 1103
#define IDC_EDIT_FRAGS 1104
#define IDC_EDIT_DEATHS 1105
#define IDC_EDIT_TKS 1106
#define IDC_EDIT_SHOTS 1107
#define IDC_EDIT_HITS 1108
#define IDC_EDIT_HS 1109
#define IDC_EDIT_PLANTS 1110
#define IDC_EDIT_EXPLOSIONS 1111
#define IDC_EDIT_DEFUSIONS 1112
#define IDC_EDIT_DEFUSED 1113
#define IDC_AUTHOR 1114
#define ID_HELP_DIALOG 32771
#define IDM_FILE_DIALOG 32773
#define IDM_WINCSX 32774
#define IDC_STATIC -1
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NO_MFC 1
#define _APS_NEXT_RESOURCE_VALUE 130
#define _APS_NEXT_COMMAND_VALUE 32775
#define _APS_NEXT_CONTROL_VALUE 1030
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif

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dlls/csx/source/WinCSX/WinCSX.cpp Executable file
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// WinCSX.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "WinCSX.h"
#include <stdio.h>
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
// TODO: Place code here.
MSG msg;
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, g_szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_WINCSX, g_szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_WINCSX);
// Show the dialog box now.
DialogBox(hInst, (LPCTSTR)IDD_WINCSXBOX, g_hWnd, (DLGPROC)WinCSXBox);
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage are only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = 0; // CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_WINCSX);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = (LPCTSTR)IDC_WINCSX;
wcex.lpszClassName = g_szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
//
// FUNCTION: InitInstance(HANDLE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // Store instance handle in our global variable
g_hWnd = CreateWindow(g_szWindowClass, g_szTitle, WS_DLGFRAME, CW_USEDEFAULT, CW_USEDEFAULT, 0, 0, NULL, NULL, hInstance, NULL); // WS_OVERLAPPED WS_MINIMIZE
if (!g_hWnd)
{
MessageBox(g_hWnd, "Failed to create main window!", "A caption", MB_OK);
return FALSE;
}
ShowWindow(g_hWnd, SW_SHOWMINNOACTIVE); // nCmdShow SW_SHOWNORMAL were rubbish. SW_SHOWMINNOACTIVE looks ok.
UpdateWindow(g_hWnd);
return TRUE;
}
bool LoadRankFromFile(HWND hDlg) {
if ( !g_rank.begin() )
{
if (!g_rank.loadRank("csstats.dat")) {
HWND listbox = GetDlgItem(hDlg, IDC_LIST);
SendMessage( // returns LRESULT in lResult
listbox, // handle to destination control
LB_ADDSTRING, // message ID
0, // = (WPARAM) () wParam;
(LPARAM) "File load failed!" // = (LPARAM) () lParam;
);
return false;
}
}
return true;
}
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
//int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
LRESULT InitWinCSXBox(HWND hDlg) {
// Load the stats
if (!LoadRankFromFile(hDlg))
return TRUE;
// This part copies the occurring authids into the lefthand listbox.
int index = 10, len = 0;
HWND listbox = GetDlgItem(hDlg, IDC_LIST);
char tempbuffer[1024];
for (RankSystem::iterator b = g_rank.front(); b; --b) {
//if ((*b).getPosition() < 1) // umm... naaah!
//continue;
_snprintf(tempbuffer, 1023, "%s", (*b).getName());
SendMessage( // returns LRESULT in lResult
listbox, // handle to destination control
LB_ADDSTRING, // message ID
0, // = (WPARAM) () wParam;
(LPARAM) tempbuffer // = (LPARAM) () lParam;
);
}
return TRUE;
}
void ListboxItemSelected(HWND hDlg) {
HWND hwndList = GetDlgItem(hDlg, IDC_LIST); // Get the handle of the listbox
LRESULT nItem = SendMessage(hwndList, LB_GETCURSEL, 0, 0); // Get the item # that's selected. First item is prolly 0...
// Retrieve complete stats record of this position. Position in listbox should be same as rank in our records!
RankSystem::RankStats* stats = g_rank.findEntryInRankByPos((int)nItem + 1);
// Copy data into form
SetDlgItemInt(hDlg, IDC_EDIT_POSITION, stats->getPosition(), 0);
SetDlgItemText(hDlg, IDC_EDIT_NAME, stats->getName());
SetDlgItemText(hDlg, IDC_EDIT_AUTHID, stats->getUnique());
SetDlgItemInt(hDlg, IDC_EDIT_FRAGS, stats->kills, 0);
SetDlgItemInt(hDlg, IDC_EDIT_DEATHS, stats->deaths, 0);
SetDlgItemInt(hDlg, IDC_EDIT_HS, stats->hs, 0);
SetDlgItemInt(hDlg, IDC_EDIT_TKS, stats->tks, 0);
SetDlgItemInt(hDlg, IDC_EDIT_SHOTS, stats->shots, 0);
SetDlgItemInt(hDlg, IDC_EDIT_HITS, stats->hits, 0);
SetDlgItemInt(hDlg, IDC_EDIT_DAMAGE, stats->damage, 0);
SetDlgItemInt(hDlg, IDC_EDIT_PLANTS, stats->bPlants, 0);
SetDlgItemInt(hDlg, IDC_EDIT_EXPLOSIONS, stats->bExplosions, 0);
SetDlgItemInt(hDlg, IDC_EDIT_DEFUSIONS, stats->bDefusions, 0);
SetDlgItemInt(hDlg, IDC_EDIT_DEFUSED, stats->bDefused, 0);
}
// Message handler for about WinCSXBox.
LRESULT CALLBACK WinCSXBox(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
return InitWinCSXBox(hDlg); // load all data from file and fill the listbox with the shit
case WM_COMMAND:
switch (LOWORD(wParam))
{
case IDOK:
case IDCANCEL:
EndDialog(hDlg, LOWORD(wParam));
PostQuitMessage(0);
return TRUE;
case IDC_LIST:
switch (HIWORD(wParam))
{
case LBN_SELCHANGE:
// Omg omg, a line in linebox was selected.
ListboxItemSelected(hDlg);
return TRUE;
}
break;
case IDC_ABOUT:
DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hDlg, (DLGPROC)WinCSXBox);
break;
}
break;
}
return FALSE;
}

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dlls/csx/source/WinCSX/WinCSX.h Executable file
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#pragma once
#include "resource.h"
#include "CRank.h"
// Constants
#define MAX_LOADSTRING 100
#define VERSION "0.2"
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR g_szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR g_szWindowClass[MAX_LOADSTRING]; // the main window class name
RankSystem g_rank;
HWND g_hWnd;
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK WinCSXBox(HWND, UINT, WPARAM, LPARAM);
bool LoadRankFromFile(HWND hDlg);

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dlls/csx/source/WinCSX/WinCSX.ico Executable file

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dlls/csx/source/WinCSX/WinCSX.rc Executable file
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// Microsoft Visual C++ generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#define APSTUDIO_HIDDEN_SYMBOLS
#include "windows.h"
#undef APSTUDIO_HIDDEN_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// Swedish resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_SVE)
#ifdef _WIN32
LANGUAGE LANG_SWEDISH, SUBLANG_DEFAULT
#pragma code_page(1252)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_WINCSX ICON "WinCSX.ico"
IDI_SMALL ICON "small.ico"
/////////////////////////////////////////////////////////////////////////////
//
// Menu
//
IDC_WINCSX MENU
BEGIN
POPUP "&File"
BEGIN
MENUITEM "WinCSX", IDM_WINCSX
MENUITEM "E&xit", IDM_EXIT
END
END
/////////////////////////////////////////////////////////////////////////////
//
// Accelerator
//
IDC_WINCSX ACCELERATORS
BEGIN
"?", IDM_ABOUT, ASCII, ALT
"/", IDM_ABOUT, ASCII, ALT
END
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_WINCSXBOX DIALOGEX 22, 17, 256, 203
STYLE DS_ABSALIGN | DS_SETFONT | DS_MODALFRAME | WS_POPUP | WS_CAPTION |
WS_SYSMENU
CAPTION "WinCSX"
FONT 8, "System", 0, 0, 0x0
BEGIN
DEFPUSHBUTTON "Close",IDOK,157,168,88,26,WS_GROUP
LISTBOX IDC_LIST,4,5,94,189,LBS_HASSTRINGS |
LBS_NOINTEGRALHEIGHT | WS_VSCROLL | WS_TABSTOP
EDITTEXT IDC_EDIT_NAME,109,18,87,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_POSITION,206,18,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_AUTHID,109,48,87,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_DAMAGE,206,48,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_FRAGS,109,78,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_DEATHS,157,78,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_TKS,206,78,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_SHOTS,109,108,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_HITS,157,108,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_HS,206,108,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_PLANTS,109,138,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_EXPLOSIONS,157,137,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_DEFUSIONS,206,137,40,12,ES_AUTOHSCROLL
EDITTEXT IDC_EDIT_DEFUSED,109,168,40,12,ES_AUTOHSCROLL
LTEXT "Name (last used)",IDC_STATIC,109,5,56,8
LTEXT "Damage",IDC_STATIC,206,35,28,8
LTEXT "Frags",IDC_STATIC,109,65,20,8
LTEXT "Headshots",IDC_STATIC,206,95,36,8
LTEXT "Team kills",IDC_STATIC,206,65,35,8
LTEXT "Hits",IDC_STATIC,157,95,14,8
LTEXT "Shots",IDC_STATIC,109,95,20,8
LTEXT "Deaths",IDC_STATIC,157,65,24,8
LTEXT "Authid",IDC_STATIC,109,35,21,8
LTEXT "Position",IDC_STATIC,206,5,28,8
LTEXT "Plants",IDC_STATIC,109,125,22,8
LTEXT "Explosions",IDC_STATIC,157,125,38,8
LTEXT "Defused",IDC_STATIC,109,155,28,8
LTEXT "Defusions",IDC_STATIC,206,125,34,8
PUSHBUTTON "About",IDC_ABOUT,109,184,40,10
END
IDD_ABOUTBOX DIALOGEX 0, 0, 186, 95
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION |
WS_SYSMENU
CAPTION "About"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
DEFPUSHBUTTON "OK",IDOK,109,68,50,14
LTEXT "WinCSX 0.2",IDC_STATIC,18,20,66,8
LTEXT "By JGHG",IDC_STATIC,18,28,66,8
LTEXT "2005",IDC_STATIC,18,36,66,8
LTEXT "http://www.amxmodx.org/",IDC_STATIC,18,44,88,8
END
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
1 TEXTINCLUDE
BEGIN
"resource.h\0"
END
2 TEXTINCLUDE
BEGIN
"#define APSTUDIO_HIDDEN_SYMBOLS\r\n"
"#include ""windows.h""\r\n"
"#undef APSTUDIO_HIDDEN_SYMBOLS\r\n"
"\0"
END
3 TEXTINCLUDE
BEGIN
"\r\n"
"\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// DESIGNINFO
//
#ifdef APSTUDIO_INVOKED
GUIDELINES DESIGNINFO
BEGIN
IDD_WINCSXBOX, DIALOG
BEGIN
LEFTMARGIN, 4
RIGHTMARGIN, 251
VERTGUIDE, 98
VERTGUIDE, 109
VERTGUIDE, 157
VERTGUIDE, 196
VERTGUIDE, 206
VERTGUIDE, 245
TOPMARGIN, 5
BOTTOMMARGIN, 194
HORZGUIDE, 18
HORZGUIDE, 35
HORZGUIDE, 48
HORZGUIDE, 65
HORZGUIDE, 78
HORZGUIDE, 95
HORZGUIDE, 108
HORZGUIDE, 125
HORZGUIDE, 137
HORZGUIDE, 155
HORZGUIDE, 168
END
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// String Table
//
STRINGTABLE
BEGIN
IDS_APP_TITLE "WinCSX"
IDC_WINCSX "WINCSX"
END
#endif // Swedish resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

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@ -0,0 +1,187 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="WinCSX"
ProjectGUID="{39A1E5DD-81A1-441D-B99A-E50A01DB05D7}"
Keyword="Win32Proj">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="Debug"
IntermediateDirectory="Debug"
ConfigurationType="1"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="TRUE"
BasicRuntimeChecks="3"
RuntimeLibrary="5"
UsePrecompiledHeader="3"
WarningLevel="3"
Detect64BitPortabilityProblems="TRUE"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile="$(OutDir)/WinCSX.exe"
LinkIncremental="2"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile="$(OutDir)/WinCSX.pdb"
SubSystem="2"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="Release"
IntermediateDirectory="Release"
ConfigurationType="1"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="4"
UsePrecompiledHeader="3"
WarningLevel="3"
Detect64BitPortabilityProblems="TRUE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile="$(OutDir)/WinCSX.exe"
LinkIncremental="1"
GenerateDebugInformation="TRUE"
SubSystem="2"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}">
<File
RelativePath=".\stdafx.cpp">
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"/>
</FileConfiguration>
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
UsePrecompiledHeader="1"/>
</FileConfiguration>
</File>
<File
RelativePath=".\WinCSX.cpp">
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}">
<File
RelativePath=".\Resource.h">
</File>
<File
RelativePath=".\stdafx.h">
</File>
<File
RelativePath=".\WinCSX.h">
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx"
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}">
<File
RelativePath=".\small.ico">
</File>
<File
RelativePath=".\WinCSX.ico">
</File>
<File
RelativePath=".\WinCSX.rc">
</File>
</Filter>
<Filter
Name="Dependencies"
Filter="">
<File
RelativePath=".\amxxmodule.cpp">
</File>
<File
RelativePath=".\amxxmodule.h">
</File>
<File
RelativePath=".\CRank.cpp">
</File>
<File
RelativePath=".\CRank.h">
</File>
<File
RelativePath=".\moduleconfig.h">
</File>
</Filter>
<File
RelativePath=".\ReadMe.txt">
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,462 @@
// Configuration
#ifndef __MODULECONFIG_H__
#define __MODULECONFIG_H__
// Module info
#define MODULE_NAME "CSX"
#define MODULE_VERSION "1.00"
#define MODULE_AUTHOR "AMX Mod X Dev Team"
#define MODULE_URL "http://www.amxmodx.org/"
#define MODULE_LOGTAG "CSX"
// If you want the module not to be reloaded on mapchange, remove / comment out the next line
#define MODULE_RELOAD_ON_MAPCHANGE
#ifdef __DATE__
#define MODULE_DATE __DATE__
#else // __DATE__
#define MODULE_DATE "Unknown"
#endif // __DATE__
// metamod plugin?
//#define USE_METAMOD
// - AMXX Init functions
// Also consider using FN_META_*
// AMXX query
//#define FN_AMXX_QUERY OnAmxxQuery
// AMXX attach
// Do native functions init here (MF_AddNatives)
//#define FN_AMXX_ATTACH OnAmxxAttach
// AMXX detach
//#define FN_AMXX_DETACH OnAmxxDetach
// All plugins loaded
// Do forward functions init here (MF_RegisterForward)
//#define FN_AMXX_PLUGINSLOADED OnPluginsLoaded
/**** METAMOD ****/
// If your module doesn't use metamod, you may close the file now :)
#ifdef USE_METAMOD
// ----
// Hook Functions
// Uncomment these to be called
// You can also change the function name
// - Metamod init functions
// Also consider using FN_AMXX_*
// Meta query
//#define FN_META_QUERY OnMetaQuery
// Meta attach
//#define FN_META_ATTACH OnMetaAttach
// Meta detach
//#define FN_META_DETACH OnMetaDetach
// (wd) are Will Day's notes
// - GetEntityAPI2 functions
// #define FN_GameDLLInit GameDLLInit /* pfnGameInit() */
// #define FN_DispatchSpawn DispatchSpawn /* pfnSpawn() */
// #define FN_DispatchThink DispatchThink /* pfnThink() */
// #define FN_DispatchUse DispatchUse /* pfnUse() */
// #define FN_DispatchTouch DispatchTouch /* pfnTouch() */
// #define FN_DispatchBlocked DispatchBlocked /* pfnBlocked() */
// #define FN_DispatchKeyValue DispatchKeyValue /* pfnKeyValue() */
// #define FN_DispatchSave DispatchSave /* pfnSave() */
// #define FN_DispatchRestore DispatchRestore /* pfnRestore() */
// #define FN_DispatchObjectCollsionBox DispatchObjectCollsionBox /* pfnSetAbsBox() */
// #define FN_SaveWriteFields SaveWriteFields /* pfnSaveWriteFields() */
// #define FN_SaveReadFields SaveReadFields /* pfnSaveReadFields() */
// #define FN_SaveGlobalState SaveGlobalState /* pfnSaveGlobalState() */
// #define FN_RestoreGlobalState RestoreGlobalState /* pfnRestoreGlobalState() */
// #define FN_ResetGlobalState ResetGlobalState /* pfnResetGlobalState() */
// #define FN_ClientConnect ClientConnect /* pfnClientConnect() (wd) Client has connected */
//#define FN_ClientDisconnect ClientDisconnect /* pfnClientDisconnect() (wd) Player has left the game */
//#define FN_ClientKill ClientKill /* pfnClientKill() (wd) Player has typed "kill" */
// #define FN_ClientPutInServer ClientPutInServer /* pfnClientPutInServer() (wd) Client is entering the game */
// #define FN_ClientCommand ClientCommand /* pfnClientCommand() (wd) Player has sent a command (typed or from a bind) */
// #define FN_ClientUserInfoChanged ClientUserInfoChanged /* pfnClientUserInfoChanged() (wd) Client has updated their setinfo structure */
// #define FN_ServerActivate ServerActivate /* pfnServerActivate() (wd) Server is starting a new map */
//#define FN_ServerDeactivate ServerDeactivate /* pfnServerDeactivate() (wd) Server is leaving the map (shutdown or changelevel); SDK2 */
// #define FN_PlayerPreThink PlayerPreThink /* pfnPlayerPreThink() */
// #define FN_PlayerPostThink PlayerPostThink /* pfnPlayerPostThink() */
// #define FN_StartFrame StartFrame /* pfnStartFrame() */
// #define FN_ParmsNewLevel ParmsNewLevel /* pfnParmsNewLevel() */
// #define FN_ParmsChangeLevel ParmsChangeLevel /* pfnParmsChangeLevel() */
// #define FN_GetGameDescription GetGameDescription /* pfnGetGameDescription() Returns string describing current .dll. E.g. "TeamFotrress 2" "Half-Life" */
// #define FN_PlayerCustomization PlayerCustomization /* pfnPlayerCustomization() Notifies .dll of new customization for player. */
// #define FN_SpectatorConnect SpectatorConnect /* pfnSpectatorConnect() Called when spectator joins server */
// #define FN_SpectatorDisconnect SpectatorDisconnect /* pfnSpectatorDisconnect() Called when spectator leaves the server */
// #define FN_SpectatorThink SpectatorThink /* pfnSpectatorThink() Called when spectator sends a command packet (usercmd_t) */
// #define FN_Sys_Error Sys_Error /* pfnSys_Error() Notify game .dll that engine is going to shut down. Allows mod authors to set a breakpoint. SDK2 */
// #define FN_PM_Move PM_Move /* pfnPM_Move() (wd) SDK2 */
// #define FN_PM_Init PM_Init /* pfnPM_Init() Server version of player movement initialization; (wd) SDK2 */
// #define FN_PM_FindTextureType PM_FindTextureType /* pfnPM_FindTextureType() (wd) SDK2 */
// #define FN_SetupVisibility SetupVisibility /* pfnSetupVisibility() Set up PVS and PAS for networking for this client; (wd) SDK2 */
// #define FN_UpdateClientData UpdateClientData /* pfnUpdateClientData() Set up data sent only to specific client; (wd) SDK2 */
// #define FN_AddToFullPack AddToFullPack /* pfnAddToFullPack() (wd) SDK2 */
// #define FN_CreateBaseline CreateBaseline /* pfnCreateBaseline() Tweak entity baseline for network encoding allows setup of player baselines too.; (wd) SDK2 */
// #define FN_RegisterEncoders RegisterEncoders /* pfnRegisterEncoders() Callbacks for network encoding; (wd) SDK2 */
// #define FN_GetWeaponData GetWeaponData /* pfnGetWeaponData() (wd) SDK2 */
// #define FN_CmdStart CmdStart /* pfnCmdStart() (wd) SDK2 */
// #define FN_CmdEnd CmdEnd /* pfnCmdEnd() (wd) SDK2 */
// #define FN_ConnectionlessPacket ConnectionlessPacket /* pfnConnectionlessPacket() (wd) SDK2 */
// #define FN_GetHullBounds GetHullBounds /* pfnGetHullBounds() (wd) SDK2 */
// #define FN_CreateInstancedBaselines CreateInstancedBaselines /* pfnCreateInstancedBaselines() (wd) SDK2 */
// #define FN_InconsistentFile InconsistentFile /* pfnInconsistentFile() (wd) SDK2 */
// #define FN_AllowLagCompensation AllowLagCompensation /* pfnAllowLagCompensation() (wd) SDK2 */
// - GetEntityAPI2_Post functions
// #define FN_GameDLLInit_Post GameDLLInit_Post
// #define FN_DispatchSpawn_Post DispatchSpawn_Post
// #define FN_DispatchThink_Post DispatchThink_Post
// #define FN_DispatchUse_Post DispatchUse_Post
// #define FN_DispatchTouch_Post DispatchTouch_Post
// #define FN_DispatchBlocked_Post DispatchBlocked_Post
// #define FN_DispatchKeyValue_Post DispatchKeyValue_Post
// #define FN_DispatchSave_Post DispatchSave_Post
// #define FN_DispatchRestore_Post DispatchRestore_Post
// #define FN_DispatchObjectCollsionBox_Post DispatchObjectCollsionBox_Post
// #define FN_SaveWriteFields_Post SaveWriteFields_Post
// #define FN_SaveReadFields_Post SaveReadFields_Post
// #define FN_SaveGlobalState_Post SaveGlobalState_Post
// #define FN_RestoreGlobalState_Post RestoreGlobalState_Post
// #define FN_ResetGlobalState_Post ResetGlobalState_Post
//#define FN_ClientConnect_Post ClientConnect_Post
// #define FN_ClientDisconnect_Post ClientDisconnect_Post
// #define FN_ClientKill_Post ClientKill_Post
//#define FN_ClientPutInServer_Post ClientPutInServer_Post
// #define FN_ClientCommand_Post ClientCommand_Post
//#define FN_ClientUserInfoChanged_Post ClientUserInfoChanged_Post
//#define FN_ServerActivate_Post ServerActivate_Post
// #define FN_ServerDeactivate_Post ServerDeactivate_Post
//#define FN_PlayerPreThink_Post PlayerPreThink_Post
// #define FN_PlayerPostThink_Post PlayerPostThink_Post
//#define FN_StartFrame_Post StartFrame_Post
// #define FN_ParmsNewLevel_Post ParmsNewLevel_Post
// #define FN_ParmsChangeLevel_Post ParmsChangeLevel_Post
// #define FN_GetGameDescription_Post GetGameDescription_Post
// #define FN_PlayerCustomization_Post PlayerCustomization_Post
// #define FN_SpectatorConnect_Post SpectatorConnect_Post
// #define FN_SpectatorDisconnect_Post SpectatorDisconnect_Post
// #define FN_SpectatorThink_Post SpectatorThink_Post
// #define FN_Sys_Error_Post Sys_Error_Post
// #define FN_PM_Move_Post PM_Move_Post
// #define FN_PM_Init_Post PM_Init_Post
// #define FN_PM_FindTextureType_Post PM_FindTextureType_Post
// #define FN_SetupVisibility_Post SetupVisibility_Post
// #define FN_UpdateClientData_Post UpdateClientData_Post
// #define FN_AddToFullPack_Post AddToFullPack_Post
// #define FN_CreateBaseline_Post CreateBaseline_Post
// #define FN_RegisterEncoders_Post RegisterEncoders_Post
// #define FN_GetWeaponData_Post GetWeaponData_Post
// #define FN_CmdStart_Post CmdStart_Post
// #define FN_CmdEnd_Post CmdEnd_Post
// #define FN_ConnectionlessPacket_Post ConnectionlessPacket_Post
// #define FN_GetHullBounds_Post GetHullBounds_Post
// #define FN_CreateInstancedBaselines_Post CreateInstancedBaselines_Post
// #define FN_InconsistentFile_Post InconsistentFile_Post
// #define FN_AllowLagCompensation_Post AllowLagCompensation_Post
// - GetEngineAPI functions
// #define FN_PrecacheModel PrecacheModel
// #define FN_PrecacheSound PrecacheSound
// #define FN_SetModel SetModel
// #define FN_ModelIndex ModelIndex
// #define FN_ModelFrames ModelFrames
// #define FN_SetSize SetSize
// #define FN_ChangeLevel ChangeLevel
// #define FN_GetSpawnParms GetSpawnParms
// #define FN_SaveSpawnParms SaveSpawnParms
// #define FN_VecToYaw VecToYaw
// #define FN_VecToAngles VecToAngles
// #define FN_MoveToOrigin MoveToOrigin
// #define FN_ChangeYaw ChangeYaw
// #define FN_ChangePitch ChangePitch
// #define FN_FindEntityByString FindEntityByString
// #define FN_GetEntityIllum GetEntityIllum
// #define FN_FindEntityInSphere FindEntityInSphere
// #define FN_FindClientInPVS FindClientInPVS
// #define FN_EntitiesInPVS EntitiesInPVS
// #define FN_MakeVectors MakeVectors
// #define FN_AngleVectors AngleVectors
// #define FN_CreateEntity CreateEntity
// #define FN_RemoveEntity RemoveEntity
// #define FN_CreateNamedEntity CreateNamedEntity
// #define FN_MakeStatic MakeStatic
// #define FN_EntIsOnFloor EntIsOnFloor
// #define FN_DropToFloor DropToFloor
// #define FN_WalkMove WalkMove
// #define FN_SetOrigin SetOrigin
// #define FN_EmitSound EmitSound
// #define FN_EmitAmbientSound EmitAmbientSound
// #define FN_TraceLine TraceLine
// #define FN_TraceToss TraceToss
// #define FN_TraceMonsterHull TraceMonsterHull
// #define FN_TraceHull TraceHull
// #define FN_TraceModel TraceModel
// #define FN_TraceTexture TraceTexture
// #define FN_TraceSphere TraceSphere
// #define FN_GetAimVector GetAimVector
// #define FN_ServerCommand ServerCommand
// #define FN_ServerExecute ServerExecute
// #define FN_engClientCommand engClientCommand
// #define FN_ParticleEffect ParticleEffect
// #define FN_LightStyle LightStyle
// #define FN_DecalIndex DecalIndex
// #define FN_PointContents PointContents
// #define FN_MessageBegin MessageBegin
// #define FN_MessageEnd MessageEnd
// #define FN_WriteByte WriteByte
// #define FN_WriteChar WriteChar
// #define FN_WriteShort WriteShort
// #define FN_WriteLong WriteLong
// #define FN_WriteAngle WriteAngle
// #define FN_WriteCoord WriteCoord
// #define FN_WriteString WriteString
// #define FN_WriteEntity WriteEntity
// #define FN_CVarRegister CVarRegister
// #define FN_CVarGetFloat CVarGetFloat
// #define FN_CVarGetString CVarGetString
// #define FN_CVarSetFloat CVarSetFloat
// #define FN_CVarSetString CVarSetString
// #define FN_AlertMessage AlertMessage
// #define FN_EngineFprintf EngineFprintf
// #define FN_PvAllocEntPrivateData PvAllocEntPrivateData
// #define FN_PvEntPrivateData PvEntPrivateData
// #define FN_FreeEntPrivateData FreeEntPrivateData
// #define FN_SzFromIndex SzFromIndex
// #define FN_AllocString AllocString
// #define FN_GetVarsOfEnt GetVarsOfEnt
// #define FN_PEntityOfEntOffset PEntityOfEntOffset
// #define FN_EntOffsetOfPEntity EntOffsetOfPEntity
// #define FN_IndexOfEdict IndexOfEdict
// #define FN_PEntityOfEntIndex PEntityOfEntIndex
// #define FN_FindEntityByVars FindEntityByVars
// #define FN_GetModelPtr GetModelPtr
// #define FN_RegUserMsg RegUserMsg
// #define FN_AnimationAutomove AnimationAutomove
// #define FN_GetBonePosition GetBonePosition
// #define FN_FunctionFromName FunctionFromName
// #define FN_NameForFunction NameForFunction
// #define FN_ClientPrintf ClientPrintf
// #define FN_ServerPrint ServerPrint
// #define FN_Cmd_Args Cmd_Args
// #define FN_Cmd_Argv Cmd_Argv
// #define FN_Cmd_Argc Cmd_Argc
// #define FN_GetAttachment GetAttachment
// #define FN_CRC32_Init CRC32_Init
// #define FN_CRC32_ProcessBuffer CRC32_ProcessBuffer
// #define FN_CRC32_ProcessByte CRC32_ProcessByte
// #define FN_CRC32_Final CRC32_Final
// #define FN_RandomLong RandomLong
// #define FN_RandomFloat RandomFloat
// #define FN_SetView SetView
// #define FN_Time Time
// #define FN_CrosshairAngle CrosshairAngle
// #define FN_LoadFileForMe LoadFileForMe
// #define FN_FreeFile FreeFile
// #define FN_EndSection EndSection
// #define FN_CompareFileTime CompareFileTime
// #define FN_GetGameDir GetGameDir
// #define FN_Cvar_RegisterVariable Cvar_RegisterVariable
// #define FN_FadeClientVolume FadeClientVolume
// #define FN_SetClientMaxspeed SetClientMaxspeed
// #define FN_CreateFakeClient CreateFakeClient
// #define FN_RunPlayerMove RunPlayerMove
// #define FN_NumberOfEntities NumberOfEntities
// #define FN_GetInfoKeyBuffer GetInfoKeyBuffer
// #define FN_InfoKeyValue InfoKeyValue
// #define FN_SetKeyValue SetKeyValue
// #define FN_SetClientKeyValue SetClientKeyValue
// #define FN_IsMapValid IsMapValid
// #define FN_StaticDecal StaticDecal
// #define FN_PrecacheGeneric PrecacheGeneric
// #define FN_GetPlayerUserId GetPlayerUserId
// #define FN_BuildSoundMsg BuildSoundMsg
// #define FN_IsDedicatedServer IsDedicatedServer
// #define FN_CVarGetPointer CVarGetPointer
// #define FN_GetPlayerWONId GetPlayerWONId
// #define FN_Info_RemoveKey Info_RemoveKey
// #define FN_GetPhysicsKeyValue GetPhysicsKeyValue
// #define FN_SetPhysicsKeyValue SetPhysicsKeyValue
// #define FN_GetPhysicsInfoString GetPhysicsInfoString
// #define FN_PrecacheEvent PrecacheEvent
// #define FN_PlaybackEvent PlaybackEvent
// #define FN_SetFatPVS SetFatPVS
// #define FN_SetFatPAS SetFatPAS
// #define FN_CheckVisibility CheckVisibility
// #define FN_DeltaSetField DeltaSetField
// #define FN_DeltaUnsetField DeltaUnsetField
// #define FN_DeltaAddEncoder DeltaAddEncoder
// #define FN_GetCurrentPlayer GetCurrentPlayer
// #define FN_CanSkipPlayer CanSkipPlayer
// #define FN_DeltaFindField DeltaFindField
// #define FN_DeltaSetFieldByIndex DeltaSetFieldByIndex
// #define FN_DeltaUnsetFieldByIndex DeltaUnsetFieldByIndex
// #define FN_SetGroupMask SetGroupMask
// #define FN_engCreateInstancedBaseline engCreateInstancedBaseline
// #define FN_Cvar_DirectSet Cvar_DirectSet
// #define FN_ForceUnmodified ForceUnmodified
// #define FN_GetPlayerStats GetPlayerStats
// #define FN_AddServerCommand AddServerCommand
// #define FN_Voice_GetClientListening Voice_GetClientListening
// #define FN_Voice_SetClientListening Voice_SetClientListening
// #define FN_GetPlayerAuthId GetPlayerAuthId
// - GetEngineAPI_Post functions
// #define FN_PrecacheModel_Post PrecacheModel_Post
// #define FN_PrecacheSound_Post PrecacheSound_Post
//#define FN_SetModel_Post SetModel_Post
// #define FN_ModelIndex_Post ModelIndex_Post
// #define FN_ModelFrames_Post ModelFrames_Post
// #define FN_SetSize_Post SetSize_Post
// #define FN_ChangeLevel_Post ChangeLevel_Post
// #define FN_GetSpawnParms_Post GetSpawnParms_Post
// #define FN_SaveSpawnParms_Post SaveSpawnParms_Post
// #define FN_VecToYaw_Post VecToYaw_Post
// #define FN_VecToAngles_Post VecToAngles_Post
// #define FN_MoveToOrigin_Post MoveToOrigin_Post
// #define FN_ChangeYaw_Post ChangeYaw_Post
// #define FN_ChangePitch_Post ChangePitch_Post
// #define FN_FindEntityByString_Post FindEntityByString_Post
// #define FN_GetEntityIllum_Post GetEntityIllum_Post
// #define FN_FindEntityInSphere_Post FindEntityInSphere_Post
// #define FN_FindClientInPVS_Post FindClientInPVS_Post
// #define FN_EntitiesInPVS_Post EntitiesInPVS_Post
// #define FN_MakeVectors_Post MakeVectors_Post
// #define FN_AngleVectors_Post AngleVectors_Post
// #define FN_CreateEntity_Post CreateEntity_Post
// #define FN_RemoveEntity_Post RemoveEntity_Post
// #define FN_CreateNamedEntity_Post CreateNamedEntity_Post
// #define FN_MakeStatic_Post MakeStatic_Post
// #define FN_EntIsOnFloor_Post EntIsOnFloor_Post
// #define FN_DropToFloor_Post DropToFloor_Post
// #define FN_WalkMove_Post WalkMove_Post
// #define FN_SetOrigin_Post SetOrigin_Post
//#define FN_EmitSound_Post EmitSound_Post
// #define FN_EmitAmbientSound_Post EmitAmbientSound_Post
//#define FN_TraceLine_Post TraceLine_Post
// #define FN_TraceToss_Post TraceToss_Post
// #define FN_TraceMonsterHull_Post TraceMonsterHull_Post
// #define FN_TraceHull_Post TraceHull_Post
// #define FN_TraceModel_Post TraceModel_Post
// #define FN_TraceTexture_Post TraceTexture_Post
// #define FN_TraceSphere_Post TraceSphere_Post
// #define FN_GetAimVector_Post GetAimVector_Post
// #define FN_ServerCommand_Post ServerCommand_Post
// #define FN_ServerExecute_Post ServerExecute_Post
// #define FN_engClientCommand_Post engClientCommand_Post
// #define FN_ParticleEffect_Post ParticleEffect_Post
// #define FN_LightStyle_Post LightStyle_Post
// #define FN_DecalIndex_Post DecalIndex_Post
// #define FN_PointContents_Post PointContents_Post
//#define FN_MessageBegin_Post MessageBegin_Post
//#define FN_MessageEnd_Post MessageEnd_Post
//#define FN_WriteByte_Post WriteByte_Post
//#define FN_WriteChar_Post WriteChar_Post
//#define FN_WriteShort_Post WriteShort_Post
//#define FN_WriteLong_Post WriteLong_Post
//#define FN_WriteAngle_Post WriteAngle_Post
//#define FN_WriteCoord_Post WriteCoord_Post
//#define FN_WriteString_Post WriteString_Post
//#define FN_WriteEntity_Post WriteEntity_Post
// #define FN_CVarRegister_Post CVarRegister_Post
// #define FN_CVarGetFloat_Post CVarGetFloat_Post
// #define FN_CVarGetString_Post CVarGetString_Post
// #define FN_CVarSetFloat_Post CVarSetFloat_Post
// #define FN_CVarSetString_Post CVarSetString_Post
// #define FN_AlertMessage_Post AlertMessage_Post
// #define FN_EngineFprintf_Post EngineFprintf_Post
// #define FN_PvAllocEntPrivateData_Post PvAllocEntPrivateData_Post
// #define FN_PvEntPrivateData_Post PvEntPrivateData_Post
// #define FN_FreeEntPrivateData_Post FreeEntPrivateData_Post
// #define FN_SzFromIndex_Post SzFromIndex_Post
// #define FN_AllocString_Post AllocString_Post
// #define FN_GetVarsOfEnt_Post GetVarsOfEnt_Post
// #define FN_PEntityOfEntOffset_Post PEntityOfEntOffset_Post
// #define FN_EntOffsetOfPEntity_Post EntOffsetOfPEntity_Post
// #define FN_IndexOfEdict_Post IndexOfEdict_Post
// #define FN_PEntityOfEntIndex_Post PEntityOfEntIndex_Post
// #define FN_FindEntityByVars_Post FindEntityByVars_Post
// #define FN_GetModelPtr_Post GetModelPtr_Post
//#define FN_RegUserMsg_Post RegUserMsg_Post
// #define FN_AnimationAutomove_Post AnimationAutomove_Post
// #define FN_GetBonePosition_Post GetBonePosition_Post
// #define FN_FunctionFromName_Post FunctionFromName_Post
// #define FN_NameForFunction_Post NameForFunction_Post
// #define FN_ClientPrintf_Post ClientPrintf_Post
// #define FN_ServerPrint_Post ServerPrint_Post
// #define FN_Cmd_Args_Post Cmd_Args_Post
// #define FN_Cmd_Argv_Post Cmd_Argv_Post
// #define FN_Cmd_Argc_Post Cmd_Argc_Post
// #define FN_GetAttachment_Post GetAttachment_Post
// #define FN_CRC32_Init_Post CRC32_Init_Post
// #define FN_CRC32_ProcessBuffer_Post CRC32_ProcessBuffer_Post
// #define FN_CRC32_ProcessByte_Post CRC32_ProcessByte_Post
// #define FN_CRC32_Final_Post CRC32_Final_Post
// #define FN_RandomLong_Post RandomLong_Post
// #define FN_RandomFloat_Post RandomFloat_Post
// #define FN_SetView_Post SetView_Post
// #define FN_Time_Post Time_Post
// #define FN_CrosshairAngle_Post CrosshairAngle_Post
// #define FN_LoadFileForMe_Post LoadFileForMe_Post
// #define FN_FreeFile_Post FreeFile_Post
// #define FN_EndSection_Post EndSection_Post
// #define FN_CompareFileTime_Post CompareFileTime_Post
// #define FN_GetGameDir_Post GetGameDir_Post
// #define FN_Cvar_RegisterVariable_Post Cvar_RegisterVariable_Post
// #define FN_FadeClientVolume_Post FadeClientVolume_Post
// #define FN_SetClientMaxspeed_Post SetClientMaxspeed_Post
// #define FN_CreateFakeClient_Post CreateFakeClient_Post
// #define FN_RunPlayerMove_Post RunPlayerMove_Post
// #define FN_NumberOfEntities_Post NumberOfEntities_Post
// #define FN_GetInfoKeyBuffer_Post GetInfoKeyBuffer_Post
// #define FN_InfoKeyValue_Post InfoKeyValue_Post
// #define FN_SetKeyValue_Post SetKeyValue_Post
// #define FN_SetClientKeyValue_Post SetClientKeyValue_Post
// #define FN_IsMapValid_Post IsMapValid_Post
// #define FN_StaticDecal_Post StaticDecal_Post
// #define FN_PrecacheGeneric_Post PrecacheGeneric_Post
// #define FN_GetPlayerUserId_Post GetPlayerUserId_Post
// #define FN_BuildSoundMsg_Post BuildSoundMsg_Post
// #define FN_IsDedicatedServer_Post IsDedicatedServer_Post
// #define FN_CVarGetPointer_Post CVarGetPointer_Post
// #define FN_GetPlayerWONId_Post GetPlayerWONId_Post
// #define FN_Info_RemoveKey_Post Info_RemoveKey_Post
// #define FN_GetPhysicsKeyValue_Post GetPhysicsKeyValue_Post
// #define FN_SetPhysicsKeyValue_Post SetPhysicsKeyValue_Post
// #define FN_GetPhysicsInfoString_Post GetPhysicsInfoString_Post
// #define FN_PrecacheEvent_Post PrecacheEvent_Post
// #define FN_PlaybackEvent_Post PlaybackEvent_Post
// #define FN_SetFatPVS_Post SetFatPVS_Post
// #define FN_SetFatPAS_Post SetFatPAS_Post
// #define FN_CheckVisibility_Post CheckVisibility_Post
// #define FN_DeltaSetField_Post DeltaSetField_Post
// #define FN_DeltaUnsetField_Post DeltaUnsetField_Post
// #define FN_DeltaAddEncoder_Post DeltaAddEncoder_Post
// #define FN_GetCurrentPlayer_Post GetCurrentPlayer_Post
// #define FN_CanSkipPlayer_Post CanSkipPlayer_Post
// #define FN_DeltaFindField_Post DeltaFindField_Post
// #define FN_DeltaSetFieldByIndex_Post DeltaSetFieldByIndex_Post
// #define FN_DeltaUnsetFieldByIndex_Post DeltaUnsetFieldByIndex_Post
// #define FN_SetGroupMask_Post SetGroupMask_Post
// #define FN_engCreateInstancedBaseline_Post engCreateInstancedBaseline_Post
// #define FN_Cvar_DirectSet_Post Cvar_DirectSet_Post
// #define FN_ForceUnmodified_Post ForceUnmodified_Post
// #define FN_GetPlayerStats_Post GetPlayerStats_Post
// #define FN_AddServerCommand_Post AddServerCommand_Post
// #define FN_Voice_GetClientListening_Post Voice_GetClientListening_Post
// #define FN_Voice_SetClientListening_Post Voice_SetClientListening_Post
// #define FN_GetPlayerAuthId_Post GetPlayerAuthId_Post
// #define FN_OnFreeEntPrivateData OnFreeEntPrivateData
// #define FN_GameShutdown GameShutdown
// #define FN_ShouldCollide ShouldCollide
// #define FN_OnFreeEntPrivateData_Post OnFreeEntPrivateData_Post
// #define FN_GameShutdown_Post GameShutdown_Post
// #define FN_ShouldCollide_Post ShouldCollide_Post
#endif // USE_METAMOD
#endif // __MODULECONFIG_H__

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// stdafx.cpp : source file that includes just the standard includes
// WinCSX.pch will be the pre-compiled header
// stdafx.obj will contain the pre-compiled type information
#include "stdafx.h"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file

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// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#pragma once
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <windows.h>
// C RunTime Header Files
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
// TODO: reference additional headers your program requires here
//#include "CRank.h"
//#include "amx.h"