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Update regamedll API sdk
Update cssdk & minor refactoring Added safe checks CGameRules/CCSEntity version interface (for future safe migrate)
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@ -130,6 +130,9 @@
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#define EF_NOINTERP 32 // Don't interpolate the next frame
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#define EF_LIGHT 64 // Rocket flare glow sprite
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#define EF_NODRAW 128 // Don't draw entity
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#define EF_FORCEVISIBILITY 2048 // force visibility
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#define EF_OWNER_VISIBILITY 4096 // visibility for owner
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#define EF_OWNER_NO_VISIBILITY 8192 // no visibility for owner
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/**
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* Break Model Defines
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@ -1,17 +1,30 @@
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/***
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/*
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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****/
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef CONST_H
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#define CONST_H
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@ -24,11 +37,13 @@
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// How many bits to use to encode an edict.
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#define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts
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// Max # of edicts in a level (2048)
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#define MAX_EDICTS (1<<MAX_EDICT_BITS)
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#define MAX_EDICTS BIT(MAX_EDICT_BITS)
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// How many data slots to use when in multiplayer (must be power of 2)
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#define MULTIPLAYER_BACKUP 64
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// Same for single player
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#define SINGLEPLAYER_BACKUP 8
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//
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@ -37,51 +52,49 @@
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// Most came from server.h
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// edict->flags
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#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
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#define FL_ONGROUND (1<<9) // At rest / on the ground
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#define FL_PARTIALGROUND (1<<10) // not all corners are valid
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#define FL_WATERJUMP (1<<11) // player jumping out of water
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#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
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#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
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#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
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#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
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#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection
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#define FL_FLY BIT(0) // Changes the SV_Movestep() behavior to not need to be on ground
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#define FL_SWIM BIT(1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
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#define FL_CONVEYOR BIT(2)
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#define FL_CLIENT BIT(3)
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#define FL_INWATER BIT(4)
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#define FL_MONSTER BIT(5)
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#define FL_GODMODE BIT(6)
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#define FL_NOTARGET BIT(7)
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#define FL_SKIPLOCALHOST BIT(8) // Don't send entity to local host, it's predicting this entity itself
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#define FL_ONGROUND BIT(9) // At rest / on the ground
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#define FL_PARTIALGROUND BIT(10) // not all corners are valid
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#define FL_WATERJUMP BIT(11) // player jumping out of water
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#define FL_FROZEN BIT(12) // Player is frozen for 3rd person camera
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#define FL_FAKECLIENT BIT(13) // JAC: fake client, simulated server side; don't send network messages to them
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#define FL_DUCKING BIT(14) // Player flag -- Player is fully crouched
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#define FL_FLOAT BIT(15) // Apply floating force to this entity when in water
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#define FL_GRAPHED BIT(16) // worldgraph has this ent listed as something that blocks a connection
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// UNDONE: Do we need these?
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#define FL_IMMUNE_WATER (1<<17)
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#define FL_IMMUNE_SLIME (1<<18)
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#define FL_IMMUNE_LAVA (1<<19)
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#define FL_IMMUNE_WATER BIT(17)
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#define FL_IMMUNE_SLIME BIT(18)
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#define FL_IMMUNE_LAVA BIT(19)
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#define FL_PROXY (1<<20) // This is a spectator proxy
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#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
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#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
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#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
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#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
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#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
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#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
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#define FL_PROXY BIT(20) // This is a spectator proxy
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#define FL_ALWAYSTHINK BIT(21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
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#define FL_BASEVELOCITY BIT(22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
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#define FL_MONSTERCLIP BIT(23) // Only collide in with monsters who have FL_MONSTERCLIP set
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#define FL_ONTRAIN BIT(24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
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#define FL_WORLDBRUSH BIT(25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
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#define FL_SPECTATOR BIT(26) // This client is a spectator, don't run touch functions, etc.
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#define FL_CUSTOMENTITY BIT(29) // This is a custom entity
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#define FL_KILLME BIT(30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
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#define FL_DORMANT BIT(31) // Entity is dormant, no updates to client
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// SV_EmitSound2 flags
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#define SND_EMIT2_NOPAS (1<<0) // never to do check PAS
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#define SND_EMIT2_INVOKER (1<<1) // do not send to the client invoker
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#define SND_EMIT2_NOPAS BIT(0) // never to do check PAS
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#define SND_EMIT2_INVOKER BIT(1) // do not send to the client invoker
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// Engine edict->spawnflags
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#define SF_NOTINDEATHMATCH 0x0800 // Do not spawn when deathmatch and loading entities from a file
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#define SF_NOTINDEATHMATCH BIT(11) // Do not spawn when deathmatch and loading entities from a file
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// Goes into globalvars_t.trace_flags
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#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
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#define FTRACE_SIMPLEBOX BIT(0) // Traceline with a simple box
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// walkmove modes
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#define WALKMOVE_NORMAL 0 // normal walkmove
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@ -117,28 +130,30 @@
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#define DEAD_NO 0 // alive
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#define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
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#define DEAD_DEAD 2 // dead. lying still.
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#define DEAD_RESPAWNABLE 3
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#define DEAD_RESPAWNABLE 3 // do respawn the entity
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#define DEAD_DISCARDBODY 4
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#define DAMAGE_NO 0
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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// entity effects
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#define EF_BRIGHTFIELD 1 // swirling cloud of particles
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#define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0
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#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
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#define EF_DIMLIGHT 8 // player flashlight
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#define EF_INVLIGHT 16 // get lighting from ceiling
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#define EF_NOINTERP 32 // don't interpolate the next frame
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#define EF_LIGHT 64 // rocket flare glow sprite
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#define EF_NODRAW 128 // don't draw entity
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#define EF_NIGHTVISION 256 // player nightvision
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#define EF_SNIPERLASER 512 // sniper laser effect
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#define EF_FIBERCAMERA 1024// fiber camera
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// edict->effects values
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#define EF_BRIGHTFIELD BIT(0) // swirling cloud of particles
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#define EF_MUZZLEFLASH BIT(1) // single frame ELIGHT on entity attachment 0
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#define EF_BRIGHTLIGHT BIT(2) // DLIGHT centered at entity origin
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#define EF_DIMLIGHT BIT(3) // player flashlight
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#define EF_INVLIGHT BIT(4) // get lighting from ceiling
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#define EF_NOINTERP BIT(5) // don't interpolate the next frame
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#define EF_LIGHT BIT(6) // rocket flare glow sprite
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#define EF_NODRAW BIT(7) // don't draw entity
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#define EF_NIGHTVISION BIT(8) // player nightvision
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#define EF_SNIPERLASER BIT(9) // sniper laser effect
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#define EF_FIBERCAMERA BIT(10) // fiber camera
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#define EF_FORCEVISIBILITY BIT(11) // force visibility
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#define EF_OWNER_VISIBILITY BIT(12) // visibility for owner
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#define EF_OWNER_NO_VISIBILITY BIT(13) // no visibility for owner
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// entity flags
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// state->eflags values
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#define EFLAG_SLERP 1 // do studio interpolation of this entity
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//
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@ -187,7 +202,6 @@
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#define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound
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#define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles
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#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
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// coord coord coord (position)
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@ -365,8 +379,8 @@
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// short 1.2.13 x (-1 = center)
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// short 1.2.13 y (-1 = center)
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// byte Effect 0 = fade in/fade out
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// 1 is flickery credits
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// 2 is write out (training room)
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// 1 is flickery credits
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// 2 is write out (training room)
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// 4 bytes r,g,b,a color1 (text color)
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// 4 bytes r,g,b,a color2 (effect color)
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@ -376,14 +390,14 @@
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// optional ushort 8.8 fxtime (time the highlight lags behing the leading text in effect 2)
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// string text message (512 chars max sz string)
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#define TE_LINE 30
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// coord, coord, coord startpos
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// coord, coord, coord endpos
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// coord, coord, coord (startpos)
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// coord, coord, coord (endpos)
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// short life in 0.1 s
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// 3 bytes r, g, b
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#define TE_BOX 31
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// coord, coord, coord boxmins
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// coord, coord, coord boxmaxs
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// coord, coord, coord (boxmins)
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// coord, coord, coord (boxmaxs)
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// short life in 0.1 s
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// 3 bytes r, g, b
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@ -552,9 +566,9 @@
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#define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent)
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// byte (entity index of player)
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// coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset )
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// coord (vertical offset) (attachment origin.z = player origin.z + vertical offset)
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// short (model index)
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// short (life * 10 );
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// short (life * 10)
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#define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player.
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// byte (entity index of player)
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@ -585,11 +599,9 @@
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// coord (velocity)
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// coord (velocity)
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// coord (velocity)
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// byte ( life * 10 )
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// byte ( color ) this is an index into an array of color vectors in the engine. (0 - )
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// byte ( length * 10 )
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// byte (life * 10)
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// byte (color) this is an index into an array of color vectors in the engine. (0 -)
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// byte (length * 10)
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#define MSG_BROADCAST 0 // unreliable to all
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#define MSG_ONE 1 // reliable to one (msg_entity)
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@ -605,22 +617,11 @@
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// contents of a spot in the world
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#define CONTENTS_EMPTY -1
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#define CONTENTS_SOLID -2
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#define CONTENTS_WATER -3
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#define CONTENTS_WATER 3
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#define CONTENTS_SLIME -4
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#define CONTENTS_LAVA -5
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#define CONTENTS_SKY -6
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/* These additional contents constants are defined in bspfile.h
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#define CONTENTS_ORIGIN -7 // removed at csg time
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#define CONTENTS_CLIP -8 // changed to contents_solid
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#define CONTENTS_CURRENT_0 -9
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#define CONTENTS_CURRENT_90 -10
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#define CONTENTS_CURRENT_180 -11
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#define CONTENTS_CURRENT_270 -12
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#define CONTENTS_CURRENT_UP -13
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#define CONTENTS_CURRENT_DOWN -14
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#define CONTENTS_TRANSLUCENT -15
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*/
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#define CONTENTS_LADDER -16
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#define CONTENT_FLYFIELD -17
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@ -648,9 +649,9 @@
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// attenuation values
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#define ATTN_NONE 0
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#define ATTN_NORM (float)0.8
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#define ATTN_IDLE (float)2
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#define ATTN_STATIC (float)1.25
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#define ATTN_NORM 0.8f
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#define ATTN_IDLE 2.0f
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#define ATTN_STATIC 1.25f
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// pitch values
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#define PITCH_NORM 100 // non-pitch shifted
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#define PITCH_HIGH 120
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// volume values
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#define VOL_NORM 1.0
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// plats
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#define PLAT_LOW_TRIGGER 1
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// Trains
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#define SF_TRAIN_WAIT_RETRIGGER 1
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#define SF_TRAIN_START_ON 4 // Train is initially moving
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#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
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#define VOL_NORM 1.0f
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// buttons
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#ifndef IN_BUTTONS_H
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@ -674,7 +667,6 @@
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#endif
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// Break Model Defines
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#define BREAK_TYPEMASK 0x4F
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#define BREAK_GLASS 0x01
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#define BREAK_METAL 0x02
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@ -687,7 +679,6 @@
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#define BREAK_2 0x80
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// Colliding temp entity sounds
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#define BOUNCE_GLASS BREAK_GLASS
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#define BOUNCE_METAL BREAK_METAL
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#define BOUNCE_FLESH BREAK_FLESH
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@ -736,31 +727,9 @@ enum
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kRenderFxExplode, // Scale up really big!
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kRenderFxGlowShell, // Glowing Shell
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kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!)
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kRenderFxLightMultiplier, //CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier
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kRenderFxLightMultiplier, // CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier
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};
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typedef unsigned int func_t;
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#ifdef HAVE_STRONG_TYPEDEF
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enum class string_t: unsigned int {};
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#else
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typedef unsigned int string_t;
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#endif
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typedef unsigned char byte;
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typedef unsigned short word;
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#define _DEF_BYTE_
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#undef true
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#undef false
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#ifndef __cplusplus
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typedef enum {false, true} qboolean;
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#else
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typedef int qboolean;
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#endif
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typedef struct
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{
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byte r, g, b;
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@ -772,7 +741,7 @@ typedef struct
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} colorVec;
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#ifdef _WIN32
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#pragma pack(push,2)
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#pragma pack(push, 2)
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#endif
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typedef struct
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@ -783,6 +752,7 @@ typedef struct
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#ifdef _WIN32
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#pragma pack(pop)
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#endif
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typedef struct link_s
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{
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struct link_s *prev, *next;
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@ -804,7 +774,7 @@ typedef struct
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float fraction; // time completed, 1.0 = didn't hit anything
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vec3_t endpos; // final position
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plane_t plane; // surface normal at impact
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edict_t * ent; // entity the surface is on
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edict_t *ent; // entity the surface is on
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int hitgroup; // 0 == generic, non zero is specific body part
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} trace_t;
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@ -32,6 +32,11 @@ class CBaseEntity;
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class CCSEntity
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{
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public:
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CCSEntity() :
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m_pContainingEntity(nullptr)
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{
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}
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virtual ~CCSEntity() {}
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virtual void FireBullets(int iShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker);
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||||
virtual Vector FireBullets3(Vector &vecSrc, Vector &vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand);
|
||||
@ -63,3 +68,5 @@ class CCSMonster: public CCSToggle
|
||||
public:
|
||||
|
||||
};
|
||||
|
||||
#define CSENTITY_API_INTERFACE_VERSION "CSENTITY_API_INTERFACE_VERSION001"
|
||||
|
@ -39,7 +39,7 @@
|
||||
#include "strtools.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
|
||||
#define NOWINRES
|
||||
#define NOSERVICE
|
||||
#define NOMCX
|
||||
@ -66,16 +66,20 @@ typedef float vec_t; // needed before including progdefs.h
|
||||
|
||||
// Vector class
|
||||
#include "vector.h"
|
||||
//#include "vector.h"
|
||||
|
||||
// Defining it as a (bogus) struct helps enforce type-checking
|
||||
#define vec3_t Vector
|
||||
// Shared engine/DLL constants
|
||||
|
||||
// QString class
|
||||
#include "qstring.h"
|
||||
|
||||
// Shared engine/DLL constants
|
||||
#include "const.h"
|
||||
#include "edict.h"
|
||||
|
||||
// Shared header describing protocol between engine and DLLs
|
||||
#include "eiface.h"
|
||||
|
||||
// Shared header between the client DLL and the game DLLs
|
||||
#include "cdll_dll.h"
|
||||
#include "extdef.h"
|
||||
|
@ -332,6 +332,8 @@ public:
|
||||
bool m_bGameOver; // intermission or finale (deprecated name g_fGameOver)
|
||||
};
|
||||
|
||||
#define GAMERULES_API_INTERFACE_VERSION "GAMERULES_API_INTERFACE_VERSION001"
|
||||
|
||||
// CHalfLifeRules - rules for the single player Half-Life game.
|
||||
class CHalfLifeRules: public CGameRules {
|
||||
protected:
|
||||
|
121
reapi/include/cssdk/dlls/qstring.h
Normal file
121
reapi/include/cssdk/dlls/qstring.h
Normal file
@ -0,0 +1,121 @@
|
||||
/*
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#define QSTRING_DEFINE
|
||||
|
||||
constexpr unsigned int iStringNull = {0};
|
||||
|
||||
// Quake string (helper class)
|
||||
class QString final
|
||||
{
|
||||
public:
|
||||
using qstring_t = unsigned int;
|
||||
|
||||
QString(): m_string(iStringNull) {};
|
||||
QString(qstring_t string): m_string(string) {};
|
||||
|
||||
bool IsNull() const;
|
||||
bool IsNullOrEmpty() const;
|
||||
|
||||
// Copy the array
|
||||
QString &operator=(const QString &other);
|
||||
|
||||
bool operator==(qstring_t string) const;
|
||||
bool operator==(const QString &s) const;
|
||||
bool operator==(const char *pszString) const;
|
||||
|
||||
operator const char *() const;
|
||||
operator unsigned int() const;
|
||||
const char *str() const;
|
||||
|
||||
private:
|
||||
qstring_t m_string;
|
||||
};
|
||||
|
||||
#ifdef USE_QSTRING
|
||||
#define string_t QString
|
||||
#endif
|
||||
|
||||
#include "const.h"
|
||||
#include "edict.h"
|
||||
#include "eiface.h"
|
||||
#include "enginecallback.h"
|
||||
|
||||
extern globalvars_t *gpGlobals;
|
||||
|
||||
#define STRING(offset) ((const char *)(gpGlobals->pStringBase + (unsigned int)(offset)))
|
||||
#define MAKE_STRING(str) ((unsigned int)(str) - (unsigned int)(STRING(0)))
|
||||
|
||||
// Inlines
|
||||
inline bool QString::IsNull() const
|
||||
{
|
||||
return m_string == iStringNull;
|
||||
}
|
||||
|
||||
inline bool QString::IsNullOrEmpty() const
|
||||
{
|
||||
return IsNull() || (&gpGlobals->pStringBase[m_string])[0] == '\0';
|
||||
}
|
||||
|
||||
inline QString &QString::operator=(const QString &other)
|
||||
{
|
||||
m_string = other.m_string;
|
||||
return (*this);
|
||||
}
|
||||
|
||||
inline bool QString::operator==(qstring_t string) const
|
||||
{
|
||||
return m_string == string;
|
||||
}
|
||||
|
||||
inline bool QString::operator==(const QString &s) const
|
||||
{
|
||||
return m_string == s.m_string;
|
||||
}
|
||||
|
||||
inline bool QString::operator==(const char *pszString) const
|
||||
{
|
||||
return Q_strcmp(&gpGlobals->pStringBase[m_string], pszString) == 0;
|
||||
}
|
||||
|
||||
inline const char *QString::str() const
|
||||
{
|
||||
return &gpGlobals->pStringBase[m_string];
|
||||
}
|
||||
|
||||
inline QString::operator const char *() const
|
||||
{
|
||||
return str();
|
||||
}
|
||||
|
||||
inline QString::operator unsigned int() const
|
||||
{
|
||||
return m_string;
|
||||
}
|
@ -38,7 +38,7 @@
|
||||
#include <API/CSInterfaces.h>
|
||||
|
||||
#define REGAMEDLL_API_VERSION_MAJOR 5
|
||||
#define REGAMEDLL_API_VERSION_MINOR 10
|
||||
#define REGAMEDLL_API_VERSION_MINOR 11
|
||||
|
||||
// CBasePlayer::Spawn hook
|
||||
typedef IHookChainClass<void, class CBasePlayer> IReGameHook_CBasePlayer_Spawn;
|
||||
@ -589,6 +589,8 @@ public:
|
||||
virtual struct AmmoInfo *GetAmmoInfo(AmmoType ammoID) = 0;
|
||||
virtual struct AmmoInfoStruct *GetAmmoInfoEx(AmmoType ammoID) = 0;
|
||||
virtual struct AmmoInfoStruct *GetAmmoInfoEx(const char *ammoName) = 0;
|
||||
virtual bool BGetICSEntity(const char *pchVersion) const = 0;
|
||||
virtual bool BGetIGameRules(const char *pchVersion) const = 0;
|
||||
};
|
||||
|
||||
#define VRE_GAMEDLL_API_VERSION "VRE_GAMEDLL_API_VERSION001"
|
||||
|
@ -57,6 +57,26 @@
|
||||
|
||||
#define BIT(n) (1<<(n))
|
||||
|
||||
#ifdef HAVE_STRONG_TYPEDEF
|
||||
enum class string_t: unsigned int {};
|
||||
#else
|
||||
typedef unsigned int string_t;
|
||||
#endif
|
||||
|
||||
typedef int EOFFSET;
|
||||
typedef int BOOL;
|
||||
typedef unsigned char byte;
|
||||
typedef unsigned short word;
|
||||
#define _DEF_BYTE_
|
||||
|
||||
#ifndef __cplusplus
|
||||
#undef true
|
||||
#undef false
|
||||
typedef enum {false, true} qboolean;
|
||||
#else
|
||||
typedef int qboolean;
|
||||
#endif // #ifndef __cplusplus
|
||||
|
||||
// From engine/server.h
|
||||
typedef enum sv_delta_s
|
||||
{
|
||||
|
@ -7,6 +7,11 @@ CAPI_Config::CAPI_Config() : m_api_rehlds(false), m_api_regame(false), m_api_vtc
|
||||
|
||||
}
|
||||
|
||||
void CAPI_Config::FailedReGameDllAPI()
|
||||
{
|
||||
m_api_regame = false;
|
||||
}
|
||||
|
||||
void CAPI_Config::Init()
|
||||
{
|
||||
m_api_rehlds = RehldsApi_Init();
|
||||
|
@ -7,6 +7,7 @@ class CAPI_Config {
|
||||
public:
|
||||
CAPI_Config();
|
||||
void Init();
|
||||
void FailedReGameDllAPI();
|
||||
|
||||
bool hasReHLDS() const { return m_api_rehlds; }
|
||||
bool hasReGameDLL() const { return m_api_regame; }
|
||||
|
@ -95,7 +95,20 @@ void KeyValue(edict_t *pentKeyvalue, KeyValueData *pkvd)
|
||||
|
||||
CGameRules *InstallGameRules(IReGameHook_InstallGameRules *chain)
|
||||
{
|
||||
return g_pGameRules = chain->callNext();
|
||||
auto gamerules = chain->callNext();
|
||||
|
||||
// Safe check CGameRules API interface version
|
||||
if (!g_ReGameApi->BGetIGameRules(GAMERULES_API_INTERFACE_VERSION))
|
||||
{
|
||||
api_cfg.FailedReGameDllAPI();
|
||||
UTIL_ServerPrint("[%s]: Interface CGameRules API version '%s' not found.\n", Plugin_info.logtag, GAMERULES_API_INTERFACE_VERSION);
|
||||
}
|
||||
else
|
||||
{
|
||||
g_pGameRules = gamerules;
|
||||
}
|
||||
|
||||
return gamerules;
|
||||
}
|
||||
|
||||
int DispatchSpawn(edict_t *pEntity)
|
||||
|
@ -58,5 +58,12 @@ bool RegamedllApi_Init()
|
||||
g_ReGameFuncs = g_ReGameApi->GetFuncs();
|
||||
g_ReGameHookchains = g_ReGameApi->GetHookchains();
|
||||
|
||||
// Safe check CCSEntity API interface version
|
||||
if (!g_ReGameApi->BGetICSEntity(CSENTITY_API_INTERFACE_VERSION))
|
||||
{
|
||||
UTIL_ServerPrint("[%s]: Interface CCSEntity API version '%s' not found.\n", Plugin_info.logtag, CSENTITY_API_INTERFACE_VERSION);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
Loading…
Reference in New Issue
Block a user