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57 lines
1.9 KiB
C++
57 lines
1.9 KiB
C++
#pragma once
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// We use our own versions of the engine/dll interface structs. We add a
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// few dummy entries to the end and set them to 0. That way we are
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// protected from updates to the HL SDK adding new functions which would
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// cause a) the game dll copying arbitrary values from us and b) the game
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// dll overwriting our memory when using an old Metamod with a new game
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// dll.
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// meta_new_dll_functions_t
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struct meta_new_dll_functions_t: public NEW_DLL_FUNCTIONS
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{
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// Fill this object with pointers copied from a NEW_DLL_FUNCTIONS struct.
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void set_from(NEW_DLL_FUNCTIONS* pFuncs);
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// Copy the pointers from this object to a NEW_DLL_FUNCTIONS struct.
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void copy_to(NEW_DLL_FUNCTIONS* pFuncs) const;
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};
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// meta_enginefuncs_t
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struct meta_enginefuncs_t : public enginefuncs_t
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{
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// Fill this object with pointers copied from an enginefuncs_t struct.
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void set_from(enginefuncs_t* pFuncs);
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// Copy the pointers from this object to an enginefuncs_t struct.
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void copy_to(enginefuncs_t* pFuncs) const;
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};
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// This is a specialisation of the meta_enginefuncs_t struct which is only
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// used for the initial copy of the engine functions, i.e. those we get
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// passed from the HL engine right at the beginning.
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// Since there is only one master copy of engine functions this could be
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// implemented as a singleton. This is left as an option for later.
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struct HL_enginefuncs_t: public meta_enginefuncs_t
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{
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HL_enginefuncs_t() {};
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// Fill this object with pointers copied from an enginefuncs_t struct
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// and fixup the interface.
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// For this class this happens in the GiveFptrsToDll() function
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// with the pointers passed from the HL engine.
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void initialise_interface(enginefuncs_t* pFuncs);
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private:
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// Moving copy_to() and set_from() to the private space.
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void set_from(enginefuncs_t* pFuncs)
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{
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meta_enginefuncs_t::set_from(pFuncs);
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}
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void copy_to(enginefuncs_t* pFuncs)
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{
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meta_enginefuncs_t::copy_to(pFuncs);
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}
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};
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