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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 20:16:10 +08:00

Update some param types on IVEngineServer2 (mostly CEntityIndex -> CPlayerSlot)

This commit is contained in:
Nick Hastings
2023-05-20 23:35:07 -04:00
committed by Nicholas Hastings
parent bff074c159
commit 0334bd61b7

View File

@ -160,7 +160,7 @@ public:
// What is the game timescale multiplied with the host_timescale?
virtual float GetTimescale( void ) const = 0;
virtual void *FindOrCreateWorldSession( const char *, CResourceManifestPrerequisite * ) = 0;
virtual void *FindOrCreateWorldSession( const char *pszWorldName, CResourceManifestPrerequisite * ) = 0;
virtual CEntityLump *GetEntityLumpForTemplate( const char *, bool, const char *, const char * ) = 0;
@ -221,7 +221,7 @@ public:
virtual int GetPlayerUserId( CPlayerSlot clientSlot ) = 0;
virtual const char *GetPlayerNetworkIDString( CPlayerSlot clientSlot ) = 0;
// Get stats info interface for a client netchannel
virtual INetChannelInfo* GetPlayerNetInfo( CEntityIndex playerIndex ) = 0;
virtual INetChannelInfo* GetPlayerNetInfo( CPlayerSlot nSlot ) = 0;
virtual bool IsUserIDInUse( int userID ) = 0; // TERROR: used for transitioning
virtual int GetLoadingProgressForUserID( int userID ) = 0; // TERROR: used for transitioning
@ -232,36 +232,36 @@ public:
// Issue a command to the command parser as if it was typed at the server console.
virtual void ServerCommand( const char *str ) = 0;
// Issue the specified command to the specified client (mimics that client typing the command at the console).
virtual void ClientCommand( CEntityIndex playerIndex, const char *szFmt, ... ) FMTFUNCTION( 3, 4 ) = 0;
virtual void ClientCommand( CPlayerSlot nSlot, const char *szFmt, ... ) FMTFUNCTION( 3, 4 ) = 0;
// Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not
// change place in memory (use MAKE_STRING) for anything that's not compiled into your mod.
virtual void LightStyle( int style, const char *val ) = 0;
// Print szMsg to the client console.
virtual void ClientPrintf( CEntityIndex playerIndex, const char *szMsg ) = 0;
virtual void ClientPrintf( CPlayerSlot nSlot, const char *szMsg ) = 0;
virtual bool IsLowViolence() = 0;
virtual bool SetHLTVChatBan( int tvslot, bool bBanned ) = 0;
virtual bool IsAnyClientLowViolence() = 0;
// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
virtual void GetGameDir( CBufferString &pOut ) = 0;
virtual void GetGameDir( CBufferString &gameDir ) = 0;
// Create a bot with the given name. Player index is -1 if fake client can't be created
virtual CEntityIndex CreateFakeClient( const char *netname ) = 0;
virtual CPlayerSlot CreateFakeClient( const char *netname ) = 0;
// Get a convar keyvalue for a specified client
virtual const char *GetClientConVarValue( CEntityIndex clientIndex, const char *name ) = 0;
// Get a convar keyvalue for s specified client
virtual const char *GetClientConVarValue( CPlayerSlot clientIndex, const char *name ) = 0;
// Print a message to the server log file
virtual void LogPrint( const char *msg ) = 0;
virtual bool IsLogEnabled() = 0;
virtual bool IsSplitScreenPlayer( CEntityIndex ent_num ) = 0;
virtual edict_t *GetSplitScreenPlayerAttachToEdict( CEntityIndex ent_num ) = 0;
virtual int GetNumSplitScreenUsersAttachedToEdict( CEntityIndex ent_num ) = 0;
virtual edict_t *GetSplitScreenPlayerForEdict( CEntityIndex ent_num, int nSlot ) = 0;
virtual bool IsSplitScreenPlayer( CPlayerSlot player ) = 0;
virtual edict_t *GetSplitScreenPlayerAttachToEdict( CPlayerSlot player ) = 0;
virtual int GetNumSplitScreenUsersAttachedToEdict( CPlayerSlot player ) = 0;
virtual edict_t *GetSplitScreenPlayerForEdict( CPlayerSlot player, int nSlot ) = 0;
// Ret types might be all wrong for these. Haven't researched yet.
virtual void UnloadSpawnGroup( SpawnGroupHandle_t spawnGroup, /*ESpawnGroupUnloadOption*/ int) = 0;
@ -277,7 +277,7 @@ public:
virtual uint32 GetAppID() = 0;
// Returns the SteamID of the specified player. It'll be NULL if the player hasn't authenticated yet.
virtual const CSteamID *GetClientSteamID( CEntityIndex clientIndex ) = 0;
virtual const CSteamID *GetClientSteamID( CPlayerSlot clientIndex ) = 0;
// Methods to set/get a gamestats data container so client & server running in same process can send combined data
virtual void SetGamestatsData( CGamestatsData *pGamestatsData ) = 0;
@ -285,7 +285,7 @@ public:
// Send a client command keyvalues
// keyvalues are deleted inside the function
virtual void ClientCommandKeyValues( CEntityIndex client, KeyValues *pCommand ) = 0;
virtual void ClientCommandKeyValues( CPlayerSlot client, KeyValues *pCommand ) = 0;
// This makes the host run 1 tick per frame instead of checking the system timer to see how many ticks to run in a certain frame.
// i.e. it does the same thing timedemo does.
@ -297,7 +297,7 @@ public:
virtual CGlobalVars *GetServerGlobals() = 0;
// Sets a USERINFO client ConVar for a fakeclient
virtual void SetFakeClientConVarValue( CEntityIndex clientIndex, const char *cvar, const char *value ) = 0;
virtual void SetFakeClientConVarValue( CPlayerSlot clientIndex, const char *cvar, const char *value ) = 0;
virtual CSharedEdictChangeInfo* GetSharedEdictChangeInfo() = 0;
@ -305,10 +305,10 @@ public:
virtual IAchievementMgr *GetAchievementMgr() = 0;
// Fill in the player info structure for the specified player index (name, model, etc.)
virtual bool GetPlayerInfo( CEntityIndex ent_num, google::protobuf::Message &info ) = 0;
virtual bool GetPlayerInfo( CPlayerSlot clientIndex, google::protobuf::Message &info ) = 0;
// Returns the XUID of the specified player. It'll be NULL if the player hasn't connected yet.
virtual uint64 GetClientXUID( CEntityIndex clientIndex ) = 0;
virtual uint64 GetClientXUID( CPlayerSlot clientIndex ) = 0;
virtual void *GetPVSForSpawnGroup( SpawnGroupHandle_t spawnGroup ) = 0;
virtual SpawnGroupHandle_t FindSpawnGroupByName( const char *szName ) = 0;