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<HTML>
<head>
<title>HLSDK Engine Notes</title>
</head>
<body>
<h1>HLSDK Engine Notes
</h1>
<hr>
<ul>
<li><a href=#PrecacheModel>PrecacheModel</a>
<li><a href=#PrecacheSound>PrecacheSound</a>
<li><a href=#SetModel>SetModel</a>
<li><a href=#ModelIndex>ModelIndex</a>
<li><a href=#ModelFrames>ModelFrames</a>
<li><a href=#SetSize>SetSize</a>
<li><a href=#ChangeLevel>ChangeLevel</a>
<li><a href=#GetSpawnParms>GetSpawnParms</a>
<li><a href=#SaveSpawnParms>SaveSpawnParms</a>
<li><a href=#VecToYaw>VecToYaw</a>
<li><a href=#VecToAngles>VecToAngles</a>
<li><a href=#MoveToOrigin>MoveToOrigin</a>
<li><a href=#ChangeYaw>ChangeYaw</a>
<li><a href=#ChangePitch>ChangePitch</a>
<li><a href=#FindEntityByString>FindEntityByString</a>
<li><a href=#GetEntityIllum>GetEntityIllum</a>
<li><a href=#FindEntityInSphere>FindEntityInSphere</a>
<li><a href=#FindClientInPVS>FindClientInPVS</a>
<li><a href=#EntitiesInPVS>EntitiesInPVS</a>
<li><a href=#MakeVectors>MakeVectors</a>
<li><a href=#AngleVectors>AngleVectors</a>
<li><a href=#CreateEntity>CreateEntity</a>
<li><a href=#RemoveEntity>RemoveEntity</a>
<li><a href=#CreateNamedEntity>CreateNamedEntity</a>
<li><a href=#MakeStatic>MakeStatic</a>
<li><a href=#EntIsOnFloor>EntIsOnFloor</a>
<li><a href=#DropToFloor>DropToFloor</a>
<li><a href=#WalkMove>WalkMove</a>
<li><a href=#SetOrigin>SetOrigin</a>
<li><a href=#EmitSound>EmitSound</a>
<li><a href=#EmitAmbientSound>EmitAmbientSound</a>
<li><a href=#TraceLine>TraceLine</a>
<li><a href=#TraceToss>TraceToss</a>
<li><a href=#TraceMonsterHull>TraceMonsterHull</a>
<li><a href=#TraceHull>TraceHull</a>
<li><a href=#TraceModel>TraceModel</a>
<li><a href=#TraceTexture>TraceTexture</a>
<li><a href=#TraceSphere>TraceSphere</a>
<li><a href=#GetAimVector>GetAimVector</a>
<li><a href=#ServerCommand>ServerCommand</a>
<li><a href=#ServerExecute>ServerExecute</a>
<li><a href=#ClientCommand>ClientCommand</a>
<li><a href=#ParticleEffect>ParticleEffect</a>
<li><a href=#LightStyle>LightStyle</a>
<li><a href=#DecalIndex>DecalIndex</a>
<li><a href=#PointContents>PointContents</a>
<li><a href=#MessageBegin>MessageBegin</a>
<li><a href=#MessageEnd>MessageEnd</a>
<li><a href=#WriteByte>WriteByte</a>
<li><a href=#WriteChar>WriteChar</a>
<li><a href=#WriteShort>WriteShort</a>
<li><a href=#WriteLong>WriteLong</a>
<li><a href=#WriteAngle>WriteAngle</a>
<li><a href=#WriteCoord>WriteCoord</a>
<li><a href=#WriteString>WriteString</a>
<li><a href=#WriteEntity>WriteEntity</a>
<li><a href=#CVarRegister>CVarRegister</a>
<li><a href=#CVarGetFloat>CVarGetFloat</a>
<li><a href=#CVarGetString>CVarGetString</a>
<li><a href=#CVarSetFloat>CVarSetFloat</a>
<li><a href=#CVarSetString>CVarSetString</a>
<li><a href=#AlertMessage>AlertMessage</a>
<li><a href=#EngineFprintf>EngineFprintf</a>
<li><a href=#PvAllocEntPrivateData>PvAllocEntPrivateData</a>
<li><a href=#PvEntPrivateData>PvEntPrivateData</a>
<li><a href=#FreeEntPrivateData>FreeEntPrivateData</a>
<li><a href=#SzFromIndex>SzFromIndex</a>
<li><a href=#AllocString>AllocString</a>
<li><a href=#GetVarsOfEnt>GetVarsOfEnt</a>
<li><a href=#PEntityOfEntOffset>PEntityOfEntOffset</a>
<li><a href=#EntOffsetOfPEntity>EntOffsetOfPEntity</a>
<li><a href=#IndexOfEdict>IndexOfEdict</a>
<li><a href=#PEntityOfEntIndex>PEntityOfEntIndex</a>
<li><a href=#FindEntityByVars>FindEntityByVars</a>
<li><a href=#GetModelPtr>GetModelPtr</a>
<li><a href=#RegUserMsg>RegUserMsg</a>
<li><a href=#AnimationAutomove>AnimationAutomove</a>
<li><a href=#GetBonePosition>GetBonePosition</a>
<li><a href=#FunctionFromName>FunctionFromName</a>
<li><a href=#NameForFunction>NameForFunction</a>
<li><a href=#ClientPrintf>ClientPrintf</a>
<li><a href=#ServerPrint>ServerPrint</a>
<li><a href=#Cmd_Args>Cmd_Args</a>
<li><a href=#Cmd_Argv>Cmd_Argv</a>
<li><a href=#Cmd_Argc>Cmd_Argc</a>
<li><a href=#GetAttachment>GetAttachment</a>
<li><a href=#CRC32_Init>CRC32_Init</a>
<li><a href=#CRC32_ProcessBuffer>CRC32_ProcessBuffer</a>
<li><a href=#CRC32_ProcessByte>CRC32_ProcessByte</a>
<li><a href=#CRC32_Final>CRC32_Final</a>
<li><a href=#RandomLong>RandomLong</a>
<li><a href=#RandomFloat>RandomFloat</a>
<li><a href=#SetView>SetView</a>
<li><a href=#Time>Time</a>
<li><a href=#CrosshairAngle>CrosshairAngle</a>
<li><a href=#LoadFileForMe>LoadFileForMe</a>
<li><a href=#FreeFile>FreeFile</a>
<li><a href=#EndSection>EndSection</a>
<li><a href=#CompareFileTime>CompareFileTime</a>
<li><a href=#GetGameDir>GetGameDir</a>
<li><a href=#Cvar_RegisterVariable>Cvar_RegisterVariable</a>
<li><a href=#FadeClientVolume>FadeClientVolume</a>
<li><a href=#SetClientMaxspeed>SetClientMaxspeed</a>
<li><a href=#CreateFakeClient>CreateFakeClient</a>
<li><a href=#RunPlayerMove>RunPlayerMove</a>
<li><a href=#NumberOfEntities>NumberOfEntities</a>
<li><a href=#GetInfoKeyBuffer>GetInfoKeyBuffer</a>
<li><a href=#InfoKeyValue>InfoKeyValue</a>
<li><a href=#SetKeyValue>SetKeyValue</a>
<li><a href=#SetClientKeyValue>SetClientKeyValue</a>
<li><a href=#IsMapValid>IsMapValid</a>
<li><a href=#StaticDecal>StaticDecal</a>
<li><a href=#PrecacheGeneric>PrecacheGeneric</a>
<li><a href=#GetPlayerUserId>GetPlayerUserId</a>
<li><a href=#BuildSoundMsg>BuildSoundMsg</a>
<li><a href=#IsDedicatedServer>IsDedicatedServer</a>
<li><a href=#CVarGetPointer>CVarGetPointer</a>
<li><a href=#GetPlayerWONId>GetPlayerWONId</a>
<li><a href=#Info_RemoveKey>Info_RemoveKey</a>
<li><a href=#GetPhysicsKeyValue>GetPhysicsKeyValue</a>
<li><a href=#SetPhysicsKeyValue>SetPhysicsKeyValue</a>
<li><a href=#GetPhysicsInfoString>GetPhysicsInfoString</a>
<li><a href=#PrecacheEvent>PrecacheEvent</a>
<li><a href=#PlaybackEvent>PlaybackEvent</a>
<li><a href=#SetFatPVS>SetFatPVS</a>
<li><a href=#SetFatPAS>SetFatPAS</a>
<li><a href=#CheckVisibility>CheckVisibility</a>
<li><a href=#DeltaSetField>DeltaSetField</a>
<li><a href=#DeltaUnsetField>DeltaUnsetField</a>
<li><a href=#DeltaAddEncoder>DeltaAddEncoder</a>
<li><a href=#GetCurrentPlayer>GetCurrentPlayer</a>
<li><a href=#CanSkipPlayer>CanSkipPlayer</a>
<li><a href=#DeltaFindField>DeltaFindField</a>
<li><a href=#DeltaSetFieldByIndex>DeltaSetFieldByIndex</a>
<li><a href=#DeltaUnsetFieldByIndex>DeltaUnsetFieldByIndex</a>
<li><a href=#SetGroupMask>SetGroupMask</a>
<li><a href=#CreateInstancedBaseline>CreateInstancedBaseline</a>
<li><a href=#Cvar_DirectSet>Cvar_DirectSet</a>
<li><a href=#ForceUnmodified>ForceUnmodified</a>
<li><a href=#GetPlayerStats>GetPlayerStats</a>
<li><a href=#AddServerCommand>AddServerCommand</a>
<li><a href=#Voice_GetClientListening>Voice_GetClientListening</a>
<li><a href=#Voice_SetClientListening>Voice_SetClientListening</a>
<li><a href=#GetPlayerAuthId>GetPlayerAuthId</a>
<li><a href=#SequenceGet>SequenceGet</a>
<li><a href=#SequencePickSentence>SequencePickSentence</a>
<li><a href=#GetFileSize>GetFileSize</a>
<li><a href=#GetApproxWavePlayLen>GetApproxWavePlayLen</a>
<li><a href=#IsCareerMatch>IsCareerMatch</a>
<li><a href=#GetLocalizedStringLength>GetLocalizedStringLength</a>
<li><a href=#RegisterTutorMessageShown>RegisterTutorMessageShown</a>
<li><a href=#GetTimesTutorMessageShown>GetTimesTutorMessageShown</a>
<li><a href=#ProcessTutorMessageDecayBuffer>ProcessTutorMessageDecayBuffer</a>
<li><a href=#ConstructTutorMessageDecayBuffer>ConstructTutorMessageDecayBuffer</a>
<li><a href=#ResetTutorMessageDecayData>ResetTutorMessageDecayData</a>
</ul>
<hr><h3><tt><a name="PrecacheModel">PrecacheModel</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int PrecacheModel(char *s);</tt><br>
<dd><tt>PRECACHE_MODEL()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="PrecacheSound">PrecacheSound</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int PrecacheSound(char *s);</tt><br>
<dd><tt>PRECACHE_SOUND()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetModel">SetModel</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetModel(edict_t *e, const char *m);</tt><br>
<dd><tt>SET_MODEL()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ModelIndex">ModelIndex</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int ModelIndex(const char *m);</tt><br>
<dd><tt>MODEL_INDEX()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ModelFrames">ModelFrames</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int ModelFrames(int modelIndex);</tt><br>
<dd><tt>MODEL_FRAMES()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetSize">SetSize</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetSize(edict_t *e, const float *rgflMin, const float *rgflMax);</tt><br>
<dd><tt>SET_SIZE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ChangeLevel">ChangeLevel</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ChangeLevel(char *s1, char *s2);</tt><br>
<dd><tt>CHANGE_LEVEL()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetSpawnParms">GetSpawnParms</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void GetSpawnParms(edict_t *ent);</tt><br>
<dd><tt>GET_SPAWN_PARMS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SaveSpawnParms">SaveSpawnParms</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SaveSpawnParms(edict_t *ent);</tt><br>
<dd><tt>SAVE_SPAWN_PARMS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="VecToYaw">VecToYaw</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>float VecToYaw(const float *rgflVector);</tt><br>
<dd><tt>VEC_TO_YAW()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="VecToAngles">VecToAngles</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void VecToAngles(const float *rgflVectorIn, float *rgflVectorOut);</tt><br>
<dd><tt>VEC_TO_ANGLES()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="MoveToOrigin">MoveToOrigin</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void MoveToOrigin(edict_t *ent, const float *pflGoal, float dist, int iMoveType);</tt><br>
<dd><tt>MOVE_TO_ORIGIN()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ChangeYaw">ChangeYaw</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ChangeYaw(edict_t *ent);</tt><br>
<dd><tt>oldCHANGE_YAW()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ChangePitch">ChangePitch</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ChangePitch(edict_t *ent);</tt><br>
<dd><tt>CHANGE_PITCH()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="FindEntityByString">FindEntityByString</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *FindEntityByString(edict_t *pEdictStartSearchAfter, const char *pszField, const char *pszValue);</tt><br>
<dd><tt>FIND_ENTITY_BY_STRING()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetEntityIllum">GetEntityIllum</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int GetEntityIllum(edict_t *pEnt);</tt><br>
<dd><tt>GETENTITYILLUM()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="FindEntityInSphere">FindEntityInSphere</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *FindEntityInSphere(edict_t *pEdictStartSearchAfter, const float *org, float rad);</tt><br>
<dd><tt>FIND_ENTITY_IN_SPHERE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="FindClientInPVS">FindClientInPVS</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *FindClientInPVS(edict_t *pEdict);</tt><br>
<dd><tt>FIND_ENTITY_IN_PVS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="EntitiesInPVS">EntitiesInPVS</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *EntitiesInPVS(edict_t *pplayer);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="MakeVectors">MakeVectors</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void MakeVectors(const float *rgflVector);</tt><br>
<dd><tt>MAKE_VECTORS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="AngleVectors">AngleVectors</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void AngleVectors(const float *rgflVector, float *forward, float *right, float *up);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CreateEntity">CreateEntity</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *CreateEntity(void);</tt><br>
<dd><tt>CREATE_ENTITY()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="RemoveEntity">RemoveEntity</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void RemoveEntity(edict_t *e);</tt><br>
<dd><tt>REMOVE_ENTITY()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CreateNamedEntity">CreateNamedEntity</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *CreateNamedEntity(int className);</tt><br>
<dd><tt>CREATE_NAMED_ENTITY()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="MakeStatic">MakeStatic</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void MakeStatic(edict_t *ent);</tt><br>
<dd><tt>MAKE_STATIC()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="EntIsOnFloor">EntIsOnFloor</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int EntIsOnFloor(edict_t *e);</tt><br>
<dd><tt>ENT_IS_ON_FLOOR()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="DropToFloor">DropToFloor</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int DropToFloor(edict_t *e);</tt><br>
<dd><tt>DROP_TO_FLOOR()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WalkMove">WalkMove</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int WalkMove(edict_t *ent, float yaw, float dist, int iMode);</tt><br>
<dd><tt>WALK_MOVE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetOrigin">SetOrigin</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetOrigin(edict_t *e, const float *rgflOrigin);</tt><br>
<dd><tt>SET_ORIGIN()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="EmitSound">EmitSound</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void EmitSound(edict_t *entity, int channel, const char *sample, /*int*/float volume, float attenuation, int fFlags, int pitch);</tt><br>
<dd><tt>EMIT_SOUND_DYN2()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="EmitAmbientSound">EmitAmbientSound</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void EmitAmbientSound(edict_t *entity, float *pos, const char *samp, float vol, float attenuation, int fFlags, int pitch);</tt><br>
<dd><tt>EMIT_AMBIENT_SOUND()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="TraceLine">TraceLine</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void TraceLine(const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr);</tt><br>
<dd><tt>TRACE_LINE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="TraceToss">TraceToss</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void TraceToss(edict_t *pent, edict_t *pentToIgnore, TraceResult *ptr);</tt><br>
<dd><tt>TRACE_TOSS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="TraceMonsterHull">TraceMonsterHull</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int TraceMonsterHull(edict_t *pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip, TraceResult *ptr);</tt><br>
<dd><tt>TRACE_MONSTER_HULL()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="TraceHull">TraceHull</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void TraceHull(const float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t *pentToSkip, TraceResult *ptr);</tt><br>
<dd><tt>TRACE_HULL()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="TraceModel">TraceModel</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void TraceModel(const float *v1, const float *v2, int hullNumber, edict_t *pent, TraceResult *ptr);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="TraceTexture">TraceTexture</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *TraceTexture(edict_t *pTextureEntity, const float *v1, const float *v2);</tt><br>
<dd><tt>TRACE_TEXTURE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="TraceSphere">TraceSphere</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void TraceSphere(const float *v1, const float *v2, int fNoMonsters, float radius, edict_t *pentToSkip, TraceResult *ptr);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetAimVector">GetAimVector</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void GetAimVector(edict_t *ent, float speed, float *rgflReturn);</tt><br>
<dd><tt>GET_AIM_VECTOR()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ServerCommand">ServerCommand</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ServerCommand(char *str);</tt><br>
<dd><tt>SERVER_COMMAND()</tt>
<p><i>comments:</i><br>
<blockquote>
Executes a server command, as if typed at the console (ie "exec
myconfig.cfg", or "quit"). Note that it appears no commands are
executed until <b>after</b> GameDLLInit is called. If
ServerCommand is called earlier than that, the command is delayed until
then.
</blockquote>
<hr><h3><tt><a name="ServerExecute">ServerExecute</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ServerExecute(void);</tt><br>
<dd><tt>SERVER_EXECUTE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ClientCommand">ClientCommand</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ClientCommand(edict_t *pEdict, char *szFmt, ...);</tt><br>
<dd><tt>CLIENT_COMMAND()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ParticleEffect">ParticleEffect</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ParticleEffect(const float *org, const float *dir, float color, float count);</tt><br>
<dd><tt>PARTICLE_EFFECT()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="LightStyle">LightStyle</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void LightStyle(int style, char *val);</tt><br>
<dd><tt>LIGHT_STYLE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="DecalIndex">DecalIndex</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int DecalIndex(const char *name);</tt><br>
<dd><tt>DECAL_INDEX()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="PointContents">PointContents</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int PointContents(const float *rgflVector);</tt><br>
<dd><tt>POINT_CONTENTS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="MessageBegin">MessageBegin</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void MessageBegin(int msg_dest, int msg_type, const float *pOrigin, edict_t *ed);</tt><br>
<dd><tt>MESSAGE_BEGIN()</tt>
<p><i>comments:</i><br>
<blockquote>
Begin a network message to send to the client.
<br><b><tt>msg_type</tt></b> should be a number returned by <a
href="#RegUserMsg">RegUserMsg</a>.
<br><b><tt>msg_dest</tt></b> is one of:
<ul>
<li> <b><tt>MSG_BROADCAST</tt></b> - "unreliable to all"
<li> <b><tt>MSG_ONE</tt></b> - "reliable to one (msg_entity)"
<li> <b><tt>MSG_ALL</tt></b> - "reliable to all"
<li> <b><tt>MSG_INIT</tt></b> - "write to the init string"
<li> <b><tt>MSG_PVS</tt></b> - "Ents in PVS of org" (PVS=potentially visible set)
<li> <b><tt>MSG_PAS</tt></b> - "Ents in PAS of org" (PAS=potentially audible set)
<li> <b><tt>MSG_PVS_R</tt></b> - "Reliable to PVS"
<li> <b><tt>MSG_PAS_R</tt></b> - "Reliable to PAS"
<li> <b><tt>MSG_ONE_UNRELIABLE</tt></b> - "Send to one client, but don't put in reliable stream, put in unreliable datagram (could be dropped)"
</ul>
</blockquote>
<hr><h3><tt><a name="MessageEnd">MessageEnd</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void MessageEnd(void);</tt><br>
<dd><tt>MESSAGE_END()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WriteByte">WriteByte</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void WriteByte(int iValue);</tt><br>
<dd><tt>WRITE_BYTE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WriteChar">WriteChar</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void WriteChar(int iValue);</tt><br>
<dd><tt>WRITE_CHAR()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WriteShort">WriteShort</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void WriteShort(int iValue);</tt><br>
<dd><tt>WRITE_SHORT()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WriteLong">WriteLong</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void WriteLong(int iValue);</tt><br>
<dd><tt>WRITE_LONG()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WriteAngle">WriteAngle</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void WriteAngle(float flValue);</tt><br>
<dd><tt>WRITE_ANGLE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WriteCoord">WriteCoord</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void WriteCoord(float flValue);</tt><br>
<dd><tt>WRITE_COORD()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WriteString">WriteString</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void WriteString(const char *sz);</tt><br>
<dd><tt>WRITE_STRING()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="WriteEntity">WriteEntity</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void WriteEntity(int iValue);</tt><br>
<dd><tt>WRITE_ENTITY()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CVarRegister">CVarRegister</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void CVarRegister(cvar_t *pCvar);</tt><br>
<dd><tt>CVAR_REGISTER()</tt>
<p><i>comments:</i><br>
<blockquote>
Register a new cvar (server variable).
</blockquote>
<hr><h3><tt><a name="CVarGetFloat">CVarGetFloat</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>float CVarGetFloat(const char *szVarName);</tt><br>
<dd><tt>CVAR_GET_FLOAT()</tt>
<p><i>comments:</i><br>
<blockquote>
Return the float value of a cvar.
</blockquote>
<hr><h3><tt><a name="CVarGetString">CVarGetString</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *CVarGetString(const char *szVarName);</tt><br>
<dd><tt>CVAR_GET_STRING()</tt>
<p><i>comments:</i><br>
<blockquote>
Return the string value of a cvar.
</blockquote>
<hr><h3><tt><a name="CVarSetFloat">CVarSetFloat</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void CVarSetFloat(const char *szVarName, float flValue);</tt><br>
<dd><tt>CVAR_SET_FLOAT()</tt>
<p><i>comments:</i><br>
<blockquote>
Set the float value of a cvar.
</blockquote>
<hr><h3><tt><a name="CVarSetString">CVarSetString</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void CVarSetString(const char *szVarName, const char *szValue);</tt><br>
<dd><tt>CVAR_SET_STRING()</tt>
<p><i>comments:</i><br>
<blockquote>
Set the string value of a cvar.
</blockquote>
<hr><h3><tt><a name="AlertMessage">AlertMessage</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void AlertMessage(ALERT_TYPE atype, char *szFmt, ...);</tt><br>
<dd><tt>ALERT()</tt>
<p><i>comments:</i><br>
<blockquote>
Print an alert message.
<br><b><tt>atype</tt></b> is one of:
<ul>
<li> <b><tt>at_notice</tt></b>
<li> <b><tt>at_console</tt></b> - "same as at_notice, but forces a ConPrintf, not a message box". Prints output to server console, but only shown if 'developer' is set.
<li> <b><tt>at_aiconsole</tt></b> - "same as at_console, but only shown if developer level is 2!"
<li> <b><tt>at_warning</tt></b>
<li> <b><tt>at_error</tt></b>
<li> <b><tt>at_logged</tt></b> - "Server print to console (only in multiplayer games)." Prints output to server logs and console.
</ul>
</blockquote>
<hr><h3><tt><a name="EngineFprintf">EngineFprintf</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void EngineFprintf(FILE *pfile, char *szFmt, ...);</tt><br>
<dd><tt>ENGINE_FPRINTF()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="PvAllocEntPrivateData">PvAllocEntPrivateData</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void *PvAllocEntPrivateData(edict_t *pEdict, long cb);</tt><br>
<dd><tt>ALLOC_PRIVATE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="PvEntPrivateData">PvEntPrivateData</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void *PvEntPrivateData(edict_t *pEdict);</tt><br>
<dd><tt>GET_PRIVATE()</tt>
<p><i>comments:</i><br>
<blockquote>
Returns a pointer to the base class type of the given edict. For
instance:
<pre>
CBaseEntity *pPlayer=(CBaseEntity *)GET_PRIVATE(pEntity);
</pre>
</blockquote>
<hr><h3><tt><a name="FreeEntPrivateData">FreeEntPrivateData</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void FreeEntPrivateData(edict_t *pEdict);</tt><br>
<dd><tt>FREE_PRIVATE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SzFromIndex">SzFromIndex</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *SzFromIndex(int iString);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="AllocString">AllocString</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int AllocString(const char *szValue);</tt><br>
<dd><tt>ALLOC_STRING()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetVarsOfEnt">GetVarsOfEnt</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>struct entvars_s *GetVarsOfEnt(edict_t *pEdict);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="PEntityOfEntOffset">PEntityOfEntOffset</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *PEntityOfEntOffset(int iEntOffset);</tt><br>
<dd><tt>ENT()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="EntOffsetOfPEntity">EntOffsetOfPEntity</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int EntOffsetOfPEntity(const edict_t *pEdict);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="IndexOfEdict">IndexOfEdict</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int IndexOfEdict(const edict_t *pEdict);</tt><br>
<dd><tt>ENTINDEX()</tt>
<p><i>comments:</i><br>
<blockquote>
Returns the server slot (ie 1 to maxplayers) of the given player edict.
</blockquote>
<hr><h3><tt><a name="PEntityOfEntIndex">PEntityOfEntIndex</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *PEntityOfEntIndex(int iEntIndex);</tt><br>
<dd><tt>INDEXENT()</tt>
<p><i>comments:</i><br>
<blockquote>
Returns the edict for the player in the given server slot (ie 1 to
maxplayers).
</blockquote>
<hr><h3><tt><a name="FindEntityByVars">FindEntityByVars</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t *FindEntityByVars(struct entvars_s *pvars);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetModelPtr">GetModelPtr</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void *GetModelPtr(edict_t *pEdict);</tt><br>
<dd><tt>GET_MODEL_PTR()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="RegUserMsg">RegUserMsg</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int RegUserMsg(const char *pszName, int iSize);</tt><br>
<dd><tt>REG_USER_MSG()</tt>
<p><i>comments:</i><br>
<blockquote>
Register a network message type with the given name, and size if known.
Returns the number assigned for the network message, to be used with <a
href="#MessageBegin">MessageBegin</a>. It appears that message
ID's 1-63 are reserved for the Engine, and that GameDLL messages are
allocated IDs starting at 64. The SDK <tt>dlls/util.h</tt> appears to
define six Engine messages:
<ul>
<li> <tt>SVC_TEMPENTITY = 23</tt>
<li> <tt>SVC_INTERMISSION = 30</tt>
<li> <tt>SVC_CDTRACK = 32</tt>
<li> <tt>SVC_WEAPONANIM = 35</tt>
<li> <tt>SVC_ROOMTYPE = 37</tt>
<li> <tt>SVC_HLTV = 50</tt>
</ul>
</blockquote>
<hr><h3><tt><a name="AnimationAutomove">AnimationAutomove</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void AnimationAutomove(const edict_t *pEdict, float flTime);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetBonePosition">GetBonePosition</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void GetBonePosition(const edict_t *pEdict, int iBone, float *rgflOrigin, float *rgflAngles);</tt><br>
<dd><tt>GET_BONE_POSITION()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="FunctionFromName">FunctionFromName</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>unsigned long FunctionFromName(const char *pName);</tt><br>
<dd><tt>FUNCTION_FROM_NAME()</tt>
<p><i>comments:</i><br>
<blockquote>
Apparently, this finds the given exported function name string in the
GameDLL, and returns a pointer to said function (much like unix dlsym
or win32 GetProcAddress?). This appears to be used in GameDLL code for
loading savegames, as the savegames contain names of exported functions
in the GameDLL. Basically, this is the opposite of <a
href="#NameForFunction">NameForFunction</a>.
</blockquote>
<hr><h3><tt><a name="NameForFunction">NameForFunction</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *NameForFunction(unsigned long function);</tt><br>
<dd><tt>NAME_FOR_FUNCTION()</tt>
<p><i>comments:</i><br>
<blockquote>
Basically, the opposite of <a
href="#FunctionFromName">FunctionFromName</a>. Finds the given
function pointer address in the GameDLL, and returns the string name
for the corresponding function. This appears to be used in GameDLL
code for saving games, taking known function pointers and converting
them to function name strings to be stored in the savegames, so that
they can be converted back to function pointers upon game load.
</blockquote>
<hr><h3><tt><a name="ClientPrintf">ClientPrintf</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ClientPrintf(edict_t *pEdict, PRINT_TYPE ptype, const char *szMsg);</tt><br>
<dd><tt>CLIENT_PRINTF()</tt>
<blockquote><tt>
JOHN: engine callbacks so game DLL can print messages to individual
clients
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ServerPrint">ServerPrint</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ServerPrint(const char *szMsg);</tt>
<p><i>comments:</i><br>
<blockquote>
Prints output to the server console.
</blockquote>
<hr><h3><tt><a name="Cmd_Args">Cmd_Args</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *Cmd_Args(void);</tt><br>
<dd><tt>CMD_ARGS()</tt>
<blockquote><tt>
these 3 added so game DLL can easily access client 'cmd' strings
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
Returns the arguments for a command, as a single string. The command
string itself is not included, and must be queried with
<a href="#Cmd_Argv"><tt>CMD_ARGV(0)</tt></a>. For use in <a
href="dllapi_notes.html#ClientCommand">DLLAPI ClientCommand</a>, or in
the function provided to <a
href="#AddServerCommand">AddServerCommand</a>.
</blockquote>
<hr><h3><tt><a name="Cmd_Argv">Cmd_Argv</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *Cmd_Argv(int argc);</tt><br>
<dd><tt>CMD_ARGV()</tt>
<p><i>comments:</i><br>
<blockquote>
Returns the <i>nth</i> argument to the command. <tt>CMD_ARGV(0)</tt>
returns the command name itself.
</blockquote>
<hr><h3><tt><a name="Cmd_Argc">Cmd_Argc</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int Cmd_Argc(void);</tt><br>
<dd><tt>CMD_ARGC()</tt>
<p><i>comments:</i><br>
<blockquote>
Returns the number of arguments given to the command.
</blockquote>
<hr><h3><tt><a name="GetAttachment">GetAttachment</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void GetAttachment(const edict_t *pEdict, int iAttachment, float *rgflOrigin, float *rgflAngles);</tt><br>
<dd><tt>GET_ATTACHMENT()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CRC32_Init">CRC32_Init</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void CRC32_Init(CRC32_t *pulCRC);</tt><br>
<dd><tt>CRC32_INIT()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CRC32_ProcessBuffer">CRC32_ProcessBuffer</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void CRC32_ProcessBuffer(CRC32_t *pulCRC, void *p, int len);</tt><br>
<dd><tt>CRC32_PROCESS_BUFFER()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CRC32_ProcessByte">CRC32_ProcessByte</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void CRC32_ProcessByte(CRC32_t *pulCRC, unsigned char ch);</tt><br>
<dd><tt>CRC32_PROCESS_BYTE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CRC32_Final">CRC32_Final</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>CRC32_t CRC32_Final(CRC32_t pulCRC);</tt><br>
<dd><tt>CRC32_FINAL()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="RandomLong">RandomLong</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>long RandomLong(long lLow, long lHigh);</tt><br>
<dd><tt>RANDOM_LONG()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="RandomFloat">RandomFloat</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>float RandomFloat(float flLow, float flHigh);</tt><br>
<dd><tt>RANDOM_FLOAT()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetView">SetView</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetView(const edict_t *pClient, const edict_t *pViewent);</tt><br>
<dd><tt>SET_VIEW() </tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="Time">Time</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>float Time(void);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CrosshairAngle">CrosshairAngle</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void CrosshairAngle(const edict_t *pClient, float pitch, float yaw);</tt><br>
<dd><tt>SET_CROSSHAIRANGLE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="LoadFileForMe">LoadFileForMe</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>byte * LoadFileForMe(char *filename, int *pLength);</tt><br>
<dd><tt>LOAD_FILE_FOR_ME()</tt>
<p><i>comments:</i><br>
<blockquote>
Opens the given filename (relative to the gamedir, or relative to the
hlds directory, in that order), and returns a pointer to a byte array
(character string) with the contents of the file. NULL-termination of
the array indicates end of file. Length of the file in bytes is
returned in the given int pointer.
</blockquote>
<hr><h3><tt><a name="FreeFile">FreeFile</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void FreeFile(void *buffer);</tt><br>
<dd><tt>FREE_FILE()</tt>
<p><i>comments:</i><br>
<blockquote>
Free the byte array of the given buffer which was returned by <a
href="#LoadFileForMe">LoadFileForMe</a>.
</blockquote>
<hr><h3><tt><a name="EndSection">EndSection</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void EndSection(const char *pszSectionName);</tt>
<blockquote><tt>
trigger_endsection
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CompareFileTime">CompareFileTime</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int CompareFileTime(char *filename1, char *filename2, int *iCompare);</tt><br>
<dd><tt>COMPARE_FILE_TIME()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetGameDir">GetGameDir</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void GetGameDir(char *szGetGameDir);</tt><br>
<dd><tt>GET_GAME_DIR() </tt>
<p><i>comments:</i><br>
<blockquote>
Copies the pathname of the game directory into the given buffer. Note
that there's no way to inform the engine how big the buffer is, so be
forewarned.
<p>
Prior to HL 1.1.1.1 (CS 1.6), this gave the full pathname of the game
directory, ie "/usr/local/half-life/cstrike" or
"C:\Games\Half-Life\cstrike". Now, it is only the string passed to
hlds as the argument to "-game", ie "cstrike".
</blockquote>
<hr><h3><tt><a name="Cvar_RegisterVariable">Cvar_RegisterVariable</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void Cvar_RegisterVariable(cvar_t *variable);</tt><br>
<dd><tt>CVAR_CREATE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="FadeClientVolume">FadeClientVolume</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void FadeClientVolume(const edict_t *pEdict, int fadePercent, int fadeOutSeconds, int holdTime, int fadeInSeconds);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetClientMaxspeed">SetClientMaxspeed</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetClientMaxspeed(const edict_t *pEdict, float fNewMaxspeed);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CreateFakeClient">CreateFakeClient</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>edict_t * CreateFakeClient(const char *netname);</tt>
<blockquote><tt>
returns NULL if fake client can't be created
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
Creates "bots" (?).
</blockquote>
<hr><h3><tt><a name="RunPlayerMove">RunPlayerMove</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void RunPlayerMove(edict_t *fakeclient, const float *viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, byte msec);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="NumberOfEntities">NumberOfEntities</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int NumberOfEntities(void);</tt><br>
<dd><tt>NUMBER_OF_ENTITIES()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetInfoKeyBuffer">GetInfoKeyBuffer</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>char *GetInfoKeyBuffer(edict_t *e);</tt>
<blockquote><tt>
passing in NULL gets the serverinfo
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
Returns the InfoKeyBuffer for the given edict. This is basically the
fields from "setinfo" at the client console, and includes things like
the player name.
<p>
The sourcecode comment ("<i>passing in NULL gets the serverinfo</i>")
isn't entirely accurate. There appear to be two server-side info
buffers available, "<b>serverinfo</b>" and "<b>localinfo</b>", both
accessible from the console by those two commands, respectively.
<p>
Calling <tt>GetInfoKeyBuffer(NULL)</tt> will return the
<b>localinfo</b> buffer. Calling
<tt>GetInfoKeyBuffer(PEntityOfEntIndex(0))</tt>, ie passing the entity
of slot 0, will return the <b>serverinfo</b> buffer.
</blockquote>
<hr><h3><tt><a name="InfoKeyValue">InfoKeyValue</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>char *InfoKeyValue(char *infobuffer, char *key);</tt>
<p><i>comments:</i><br>
<blockquote>
Returns the value for the given key in the given InfoKeyBuffer.
</blockquote>
<hr><h3><tt><a name="SetKeyValue">SetKeyValue</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetKeyValue(char *infobuffer, char *key, char *value);</tt>
<p><i>comments:</i><br>
<blockquote>
Adds or sets a key/value pair in the given InfoKeyBuffer. Appears to
work for only server info, and not client info. For clients, use <a
href="#SetClientKeyValue">SetClientKeyValue</a>.
</blockquote>
<hr><h3><tt><a name="SetClientKeyValue">SetClientKeyValue</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetClientKeyValue(int clientIndex, char *infobuffer, char *key, char *value);</tt>
<p><i>comments:</i><br>
<blockquote>
Adds or sets a key/value pair in a client's InfoKeyBuffer, by server
slot (ie 1 to maxplayers).
</blockquote>
<hr><h3><tt><a name="IsMapValid">IsMapValid</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int IsMapValid(char *filename);</tt><br>
<dd><tt>IS_MAP_VALID()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="StaticDecal">StaticDecal</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void StaticDecal(const float *origin, int decalIndex, int entityIndex, int modelIndex);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="PrecacheGeneric">PrecacheGeneric</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int PrecacheGeneric(char *s);</tt><br>
<dd><tt>PRECACHE_GENERIC()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetPlayerUserId">GetPlayerUserId</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int GetPlayerUserId(edict_t *e);</tt><br>
<dd><tt>GETPLAYERUSERID()
<blockquote><tt>
returns the server assigned userid for this player. useful for logging
frags, etc. returns -1 if the edict couldn't be found in the list of
clients
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
Returns the session userid for the given player edict. As of server
x106, this is constant for the life of the player connection, and
unique for the life of the server process. Each time a client
connects, they are given a userid of 1 plus the userid of the previous
connecting client. When the server starts/restarts, the server starts
again at userid 1.
</blockquote>
<hr><h3><tt><a name="BuildSoundMsg">BuildSoundMsg</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void BuildSoundMsg(edict_t *entity, int channel, const char *sample, /*int*/float volume, float attenuation, int fFlags, int pitch, int msg_dest, int msg_type, const float *pOrigin, edict_t *ed);</tt><br>
<dd><tt>BUILD_SOUND_MSG()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="IsDedicatedServer">IsDedicatedServer</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int IsDedicatedServer(void);</tt><br>
<dd><tt>IS_DEDICATED_SERVER()
<blockquote><tt>
is this a dedicated server?
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CVarGetPointer">CVarGetPointer</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>cvar_t *CVarGetPointer(const char *szVarName);</tt><br>
<dd><tt>CVAR_GET_POINTER()</tt>
<p><i>comments:</i><br>
<blockquote>
Returns a pointer to a <tt>cvar_t</tt> struct for the given cvar
(server variable) name.
</blockquote>
<hr><h3><tt><a name="GetPlayerWONId">GetPlayerWONId</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>unsigned int GetPlayerWONId(edict_t *e);</tt>
<dd><tt>GETPLAYERWONID()</tt>
<blockquote><tt>
returns the server assigned WONid for this player. useful for logging
frags, etc. returns -1 if the edict couldn't be found in the list of
clients
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
Returns the WON id for the given player edict. As of server x106, this
should be unique per client CD KEY, and should be consistent across all
WON auth servers.
</blockquote>
<hr><h3><tt><a name="Info_RemoveKey">Info_RemoveKey</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void Info_RemoveKey(char *s, const char *key);</tt>
<blockquote><tt>
YWB 8/1/99 TFF Physics additions
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetPhysicsKeyValue">GetPhysicsKeyValue</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *GetPhysicsKeyValue(const edict_t *pClient, const char *key);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetPhysicsKeyValue">SetPhysicsKeyValue</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetPhysicsKeyValue(const edict_t *pClient, const char *key, const char *value);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetPhysicsInfoString">GetPhysicsInfoString</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *GetPhysicsInfoString(const edict_t *pClient);</tt><br>
<dd><tt>ENGINE_GETPHYSINFO()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="PrecacheEvent">PrecacheEvent</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>unsigned short PrecacheEvent(int type, const char *psz);</tt><br>
<dd><tt>PRECACHE_EVENT()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="PlaybackEvent">PlaybackEvent</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void PlaybackEvent(int flags, const edict_t *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2);</tt><br>
<dd><tt>PLAYBACK_EVENT_FULL()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetFatPVS">SetFatPVS</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>unsigned char *SetFatPVS(float *org);</tt><br>
<dd><tt>ENGINE_SET_PVS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetFatPAS">SetFatPAS</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>unsigned char *SetFatPAS(float *org);</tt><br>
<dd><tt>ENGINE_SET_PAS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CheckVisibility">CheckVisibility</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int CheckVisibility(const edict_t *entity, unsigned char *pset);</tt><br>
<dd><tt>ENGINE_CHECK_VISIBILITY()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="DeltaSetField">DeltaSetField</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void DeltaSetField(struct delta_s *pFields, const char *fieldname);</tt><br>
<dd><tt>DELTA_SET()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="DeltaUnsetField">DeltaUnsetField</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void DeltaUnsetField(struct delta_s *pFields, const char *fieldname);</tt><br>
<dd><tt>DELTA_UNSET()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="DeltaAddEncoder">DeltaAddEncoder</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void DeltaAddEncoder(char *name, void (*conditionalencode)( struct delta_s *pFields, const unsigned char *from, const unsigned char *to) );</tt><br>
<dd><tt>DELTA_ADDENCODER()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetCurrentPlayer">GetCurrentPlayer</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int GetCurrentPlayer(void);</tt><br>
<dd><tt>ENGINE_CURRENT_PLAYER()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CanSkipPlayer">CanSkipPlayer</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int CanSkipPlayer(const edict_t *player);</tt><br>
<dd><tt>ENGINE_CANSKIP()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="DeltaFindField">DeltaFindField</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int DeltaFindField(struct delta_s *pFields, const char *fieldname);</tt><br>
<dd><tt>DELTA_FINDFIELD()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="DeltaSetFieldByIndex">DeltaSetFieldByIndex</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void DeltaSetFieldByIndex(struct delta_s *pFields, int fieldNumber);</tt><br>
<dd><tt>DELTA_SETBYINDEX()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="DeltaUnsetFieldByIndex">DeltaUnsetFieldByIndex</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void DeltaUnsetFieldByIndex(struct delta_s *pFields, int fieldNumber);</tt><br>
<dd><tt>DELTA_UNSETBYINDEX()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="SetGroupMask">SetGroupMask</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void SetGroupMask(int mask, int op);</tt><br>
<dd><tt>ENGINE_SETGROUPMASK()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="CreateInstancedBaseline">CreateInstancedBaseline</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int CreateInstancedBaseline(int classname, struct entity_state_s *baseline);</tt><br>
<dd><tt>ENGINE_INSTANCE_BASELINE()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="Cvar_DirectSet">Cvar_DirectSet</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void Cvar_DirectSet(struct cvar_s *var, char *value);</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="ForceUnmodified">ForceUnmodified</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ForceUnmodified(FORCE_TYPE type, float *mins, float *maxs, const char *filename);</tt><br>
<dd><tt>ENGINE_FORCE_UNMODIFIED()</tt>
<blockquote><tt>
Forces the client and server to be running with the same version of the
specified file ( e.g., a player model ). Calling this has no effect in
single player.
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="GetPlayerStats">GetPlayerStats</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void GetPlayerStats(const edict_t *pClient, int *ping, int *packet_loss);</tt><br>
<dd><tt>PLAYER_CNX_STATS()</tt>
<p><i>comments:</i><br>
<blockquote>
.
</blockquote>
<hr><h3><tt><a name="AddServerCommand">AddServerCommand</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void AddServerCommand(char *cmd_name, void (*function) (void));</tt>
<p><i>comments:</i><br>
<blockquote>
Registers a new server console command. When the given command string
is typed at the console, the given function will be called. Arguments
for the command can be retrieved in the function with
<a href="#Cmd_Args">Cmd_Args</a>, <a href="#Cmd_Argv">Cmd_Argv</a>, and
<a href="#Cmd_Argc">Cmd_Argc</a>.
</blockquote>
<hr><h3><tt><a name="Voice_GetClientListening">Voice_GetClientListening</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>qboolean Voice_GetClientListening)(int iReceiver, int iSender);</tt>
<blockquote><tt>
For voice communications, set which clients hear each other. NOTE: these
functions take player entity indices (starting at 1).
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
Added in SDK 2.2.
</blockquote>
<hr><h3><tt><a name="Voice_SetClientListening">Voice_SetClientListening</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>qboolean Voice_SetClientListening)(int iReceiver, int iSender, qboolean bListen);</tt>
<blockquote><tt>
For voice communications, set which clients hear each other. NOTE: these
functions take player entity indices (starting at 1).
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
Added in SDK 2.2.
</blockquote>
<hr><h3><tt><a name="GetPlayerAuthId">GetPlayerAuthId</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>const char *GetPlayerAuthId(edict_t *e);</tt>
<p><i>From Eric Smith &lt;EricS@valvesoftware.com&gt; on <a href="http://list.valvesoftware.com/pipermail/hlcoders/2002-April/002865.html">hlcoders</a>:</i>
<blockquote><tt>
The AuthID is a way for applications/mods to get the Authentication ID
(uniqueID) for a player. The AuthID can be a WonID or a SteamID. The
function I've written returns the AuthID as a string. Calling <a
href="#GetPlayerWONId">GetPlayerWONId</a> will still work for Non-Steam
players just like it always has. If applications/mods want to get a
jump start on getting ready to support Steam players, then they can
start using GetPlayerAuthId, which will still work for Non-Steam
players, but it will give the WonID as a string instead of an unsigned
int.
</tt></blockquote>
<p><i>From Eric Smith &lt;EricS@valvesoftware.com&gt; on <a href="http://list.valvesoftware.com/pipermail/servertest/2002-April/000567.html">servertest:</a></i>
<blockquote><tt>
Only clients playing via Steam will have SteamIDs. Clients who are not
using Steam will still have WonIDs (just like they always have). The
server now supports WonIDs\SteamIDs and banning using either of them.
WonIDs have not changed. SteamIDs use the format: STEAM_<#>:<#> where
<#> is replaced by numbers. An example SteamID would be
"STEAM_0:94534".
</tt></blockquote>
<p><i>From Eric Smith &lt;EricS@valvesoftware.com&gt; on <a href="http://list.valvesoftware.com/pipermail/hlcoders/2002-April/002925.html">hlcoders:</a></i>
<blockquote><tt>
This function will now return the string "BOT" as the AuthID for fake
clients.
</tt></blockquote>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1109; no SDK update.
</blockquote>
<hr><h3><tt><a name="SequenceGet">SequenceGet</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void *SequenceGet(const char *fileName, const char *entryName);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="SequencePickSentence">SequencePickSentence</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void *SequencePickSentence(const char *groupName, int pickMethod,
int *picked);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="GetFileSize">GetFileSize</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int GetFileSize(char *filename);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="GetApproxWavePlayLen">GetApproxWavePlayLen</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>unsigned int GetApproxWavePlayLen(const char *filepath);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="IsCareerMatch">IsCareerMatch</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int IsCareerMatch(void);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="GetLocalizedStringLength">GetLocalizedStringLength</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int GetLocalizedStringLength(const char *label);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="RegisterTutorMessageShown">RegisterTutorMessageShown</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void RegisterTutorMessageShown(int mid);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="GetTimesTutorMessageShown">GetTimesTutorMessageShown</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>int GetTimesTutorMessageShown(int mid);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="ProcessTutorMessageDecayBuffer">ProcessTutorMessageDecayBuffer</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ProcessTutorMessageDecayBuffer(int *buffer, int bufferLength);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="ConstructTutorMessageDecayBuffer">ConstructTutorMessageDecayBuffer</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ConstructTutorMessageDecayBuffer(int *buffer, int bufferLength);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<hr><h3><tt><a name="ResetTutorMessageDecayData">ResetTutorMessageDecayData</a></tt></h3>
<i>from engine/eiface.h:</i><br>
<dd><tt>void ResetTutorMessageDecayData(void);</tt>
<p><i>comments:</i><br>
<blockquote>
Added for HL 1xxx; no SDK update.
</blockquote>
<p>
<hr>
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