ReGameDLL_CS/regamedll/dlls/world.h
s1lentq 2f82bb17ae Reversed some function from player.cpp
Better implemented static members by all objects of the class
MSVC: Added loading of custom configurations for the test demo with the launch --regamedll-cfg-init filename.cfg (NOTE: The config should be in the "tests" folder)
Gradle script: Added stuff for each the test demo and their auto-unpacking the root folder HLDS
2015-07-05 17:19:59 +06:00

56 lines
2.0 KiB
C

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef WORLD_H
#define WORLD_H
#ifdef _WIN32
#pragma once
#endif
#ifdef HOOK_GAMEDLL
#define g_pBodyQueueHead (*pg_pBodyQueueHead)
#define gGlobalState (*pgGlobalState)
#define g_flWeaponCheat (*pg_flWeaponCheat)
#define gGlobalEntitySaveData (*pgGlobalEntitySaveData)
#endif // HOOK_GAMEDLL
NOBODY void CopyToBodyQue(entvars_t *pev);
NOBODY void ClearBodyQue(void);
NOBODY void SaveGlobalState(SAVERESTOREDATA *pSaveData);
NOBODY void RestoreGlobalState(SAVERESTOREDATA *pSaveData);
NOBODY void ResetGlobalState(void);
extern edict_t *g_pBodyQueueHead;
extern CGlobalState gGlobalState;
extern float g_flWeaponCheat;
extern TYPEDESCRIPTION gGlobalEntitySaveData[3];
#endif // WORLD_H