1
0
mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 12:06:07 +08:00

Update IGameSystem (#340)

This commit is contained in:
komashchenko
2025-09-17 15:21:21 +03:00
committed by GitHub
parent c2f232b960
commit 0f84fcf129

View File

@ -154,6 +154,8 @@ GS_EVENT_MSG( ClientPreEntityThink )
bool m_bLastTick; bool m_bLastTick;
}; };
GS_EVENT_MSG( ClientPollNetworking );
GS_EVENT_MSG( ClientUpdate ) GS_EVENT_MSG( ClientUpdate )
{ {
float m_flFrameTime; float m_flFrameTime;
@ -174,6 +176,8 @@ GS_EVENT_MSG( ServerPostEntityThink )
}; };
GS_EVENT_MSG( ServerPreClientUpdate ); GS_EVENT_MSG( ServerPreClientUpdate );
GS_EVENT_MSG( ServerAdvanceTick );
GS_EVENT_MSG( ClientAdvanceTick );
GS_EVENT_MSG( Simulate ) GS_EVENT_MSG( Simulate )
{ {
@ -185,6 +189,15 @@ GS_EVENT_MSG( Simulate )
GS_EVENT_MSG_CHILD( ServerGamePostSimulate, Simulate ) { }; GS_EVENT_MSG_CHILD( ServerGamePostSimulate, Simulate ) { };
GS_EVENT_MSG_CHILD( ClientGamePostSimulate, Simulate ) { }; GS_EVENT_MSG_CHILD( ClientGamePostSimulate, Simulate ) { };
GS_EVENT_MSG( ServerPostAdvanceTick );
GS_EVENT_MSG( ServerBeginAsyncPostTickWork );
GS_EVENT_MSG( ServerEndAsyncPostTickWork );
GS_EVENT_MSG( ClientFrameSimulate );
GS_EVENT_MSG( ClientPauseSimulate );
GS_EVENT_MSG( ClientAdvanceNonRenderedFrame );
GS_EVENT_MSG( FrameBoundary ) GS_EVENT_MSG( FrameBoundary )
{ {
float m_flFrameTime; float m_flFrameTime;
@ -219,92 +232,95 @@ abstract_class IGameSystem
public: public:
// Init, shutdown // Init, shutdown
// return true on success. false to abort DLL init! // return true on success. false to abort DLL init!
virtual bool Init() = 0; virtual bool Init() = 0; // 0
virtual void PostInit() = 0; virtual void PostInit() = 0; // 1
virtual void Shutdown() = 0; virtual void Shutdown() = 0; // 2
// Game init, shutdown // Game init, shutdown
GS_EVENT_IMPL( GameInit ); GS_EVENT_IMPL( GameInit ) // 3
GS_EVENT_IMPL( GameShutdown ); GS_EVENT_IMPL( GameShutdown ) // 4
GS_EVENT_IMPL( GamePostInit ); GS_EVENT_IMPL( GamePostInit ) // 5
GS_EVENT_IMPL( GamePreShutdown ); GS_EVENT_IMPL( GamePreShutdown ) // 6
GS_EVENT_IMPL( BuildGameSessionManifest ); GS_EVENT_IMPL( BuildGameSessionManifest ) // 7
GS_EVENT_IMPL( GameActivate ); GS_EVENT_IMPL( GameActivate ) // 8
GS_EVENT_IMPL( ClientFullySignedOn ); GS_EVENT_IMPL( ClientFullySignedOn ) // 9
GS_EVENT_IMPL( Disconnect ); GS_EVENT_IMPL( Disconnect ) // 10
GS_EVENT_IMPL( GameDeactivate ); GS_EVENT_IMPL( GameDeactivate ) // 11
GS_EVENT_IMPL( SpawnGroupPrecache ); GS_EVENT_IMPL( SpawnGroupPrecache ) // 12
GS_EVENT_IMPL( SpawnGroupUncache ); GS_EVENT_IMPL( SpawnGroupUncache ) // 13
GS_EVENT_IMPL( PreSpawnGroupLoad ); GS_EVENT_IMPL( PreSpawnGroupLoad ) // 14
GS_EVENT_IMPL( PostSpawnGroupLoad ); GS_EVENT_IMPL( PostSpawnGroupLoad ) // 15
GS_EVENT_IMPL( PreSpawnGroupUnload ); GS_EVENT_IMPL( PreSpawnGroupUnload ) // 16
GS_EVENT_IMPL( PostSpawnGroupUnload ); GS_EVENT_IMPL( PostSpawnGroupUnload ) // 17
GS_EVENT_IMPL( ActiveSpawnGroupChanged ); GS_EVENT_IMPL( ActiveSpawnGroupChanged ) // 18
GS_EVENT_IMPL( ClientPostDataUpdate ); GS_EVENT_IMPL( ClientPostDataUpdate ) // 19
// Called before rendering // Called before rendering
GS_EVENT_IMPL( ClientPreRender ); GS_EVENT_IMPL( ClientPreRender ) // 20
GS_EVENT_IMPL( ClientPreEntityThink ); GS_EVENT_IMPL( ClientPreEntityThink ) // 21
virtual void unk_001( const void *const msg ) = 0; virtual void unk_001( const void *const msg ) = 0; // 22
virtual void unk_002( const void *const msg ) = 0; virtual void unk_002( const void *const msg ) = 0; // 23
virtual void unk_003( const void *const msg ) = 0;
virtual void unk_004( const void *const msg ) = 0; GS_EVENT_IMPL( ClientPollNetworking ) // 24
virtual void unk_005( const void *const msg ) = 0;
virtual void unk_101( const void *const msg ) = 0; // 25
// Gets called each frame // Gets called each frame
GS_EVENT_IMPL( ClientUpdate ); GS_EVENT_IMPL( ClientUpdate ) // 26
virtual void unk_201( const void *const msg ) = 0; // 27
// Called after rendering // Called after rendering
GS_EVENT_IMPL( ClientPostRender ); GS_EVENT_IMPL( ClientPostRender ) // 28
// Called each frame before entities think // Called each frame before entities think
GS_EVENT_IMPL( ServerPreEntityThink ); GS_EVENT_IMPL( ServerPreEntityThink ) // 29
// called after entities think // called after entities think
GS_EVENT_IMPL( ServerPostEntityThink ); GS_EVENT_IMPL( ServerPostEntityThink ) // 30
virtual void unk_101( const void *const msg ) = 0; virtual void unk_301( const void *const msg ) = 0; // 31
GS_EVENT_IMPL( ServerPreClientUpdate ); GS_EVENT_IMPL( ServerPreClientUpdate ) // 32
GS_EVENT_IMPL( ServerAdvanceTick ) // 33
GS_EVENT_IMPL( ClientAdvanceTick ) // 34
GS_EVENT_IMPL( ServerGamePostSimulate ) // 35
GS_EVENT_IMPL( ClientGamePostSimulate ) // 36
GS_EVENT_IMPL( ServerPostAdvanceTick ) // 37
GS_EVENT_IMPL( ServerBeginAsyncPostTickWork ) // 38
virtual void unk_201( const void *const msg ) = 0; virtual void unk_401( const void *const msg ) = 0; // 39
virtual void unk_202( const void *const msg ) = 0;
virtual void unk_203( const void *const msg ) = 0;
virtual void unk_204( const void *const msg ) = 0;
GS_EVENT_IMPL( ServerGamePostSimulate ); GS_EVENT_IMPL( ServerEndAsyncPostTickWork ) // 40
GS_EVENT_IMPL( ClientGamePostSimulate );
virtual void unk_301( const void *const msg ) = 0; GS_EVENT_IMPL( ClientFrameSimulate ) // 41
virtual void unk_302( const void *const msg ) = 0; GS_EVENT_IMPL( ClientPauseSimulate ) // 42
virtual void unk_303( const void *const msg ) = 0; GS_EVENT_IMPL( ClientAdvanceNonRenderedFrame ) // 43
virtual void unk_304( const void *const msg ) = 0;
virtual void unk_305( const void *const msg ) = 0;
GS_EVENT_IMPL( GameFrameBoundary ); GS_EVENT_IMPL( GameFrameBoundary ) // 44
GS_EVENT_IMPL( OutOfGameFrameBoundary ); GS_EVENT_IMPL( OutOfGameFrameBoundary ) // 45
GS_EVENT_IMPL( SaveGame ); GS_EVENT_IMPL( SaveGame ) // 46
GS_EVENT_IMPL( RestoreGame ); GS_EVENT_IMPL( RestoreGame ) // 47
virtual void unk_401( const void *const msg ) = 0; virtual void unk_501( const void *const msg ) = 0; // 48
virtual void unk_402( const void *const msg ) = 0; virtual void unk_502( const void *const msg ) = 0; // 49
virtual void unk_403( const void *const msg ) = 0; virtual void unk_503( const void *const msg ) = 0; // 50
virtual void unk_404( const void *const msg ) = 0; virtual void unk_504( const void *const msg ) = 0; // 51
virtual void unk_405( const void *const msg ) = 0; virtual void unk_505( const void *const msg ) = 0; // 52
virtual void unk_406( const void *const msg ) = 0; virtual void unk_506( const void *const msg ) = 0; // 53
virtual const char* GetName() const = 0; virtual const char* GetName() const = 0; // 54
virtual void SetGameSystemGlobalPtrs(void* pValue) = 0; virtual void SetGameSystemGlobalPtrs(void* pValue) = 0; // 55
virtual void SetName(const char* pName) = 0; virtual void SetName(const char* pName) = 0; // 56
virtual bool DoesGameSystemReallocate() = 0; virtual bool DoesGameSystemReallocate() = 0; // 57
virtual ~IGameSystem() {} virtual ~IGameSystem() {}
}; };
@ -356,13 +372,16 @@ public:
virtual void unk_001( const void *const msg ) override {} virtual void unk_001( const void *const msg ) override {}
virtual void unk_002( const void *const msg ) override {} virtual void unk_002( const void *const msg ) override {}
virtual void unk_003( const void *const msg ) override {}
virtual void unk_004( const void *const msg ) override {} GS_EVENT( ClientPollNetworking ) {}
virtual void unk_005( const void *const msg ) override {}
virtual void unk_101( const void *const msg ) override {}
// Gets called each frame // Gets called each frame
GS_EVENT( ClientUpdate ) {} GS_EVENT( ClientUpdate ) {}
virtual void unk_201( const void *const msg ) override {}
// Called after rendering // Called after rendering
GS_EVENT( ClientPostRender ) {} GS_EVENT( ClientPostRender ) {}
@ -371,23 +390,23 @@ public:
// called after entities think // called after entities think
GS_EVENT( ServerPostEntityThink ) {} GS_EVENT( ServerPostEntityThink ) {}
virtual void unk_101( const void *const msg ) override {} virtual void unk_301( const void *const msg ) override {}
GS_EVENT( ServerPreClientUpdate ) {} GS_EVENT( ServerPreClientUpdate ) {}
GS_EVENT( ServerAdvanceTick ) {}
virtual void unk_201( const void *const msg ) override {} GS_EVENT( ClientAdvanceTick ) {}
virtual void unk_202( const void *const msg ) override {}
virtual void unk_203( const void *const msg ) override {}
virtual void unk_204( const void *const msg ) override {}
GS_EVENT( ServerGamePostSimulate ) {} GS_EVENT( ServerGamePostSimulate ) {}
GS_EVENT( ClientGamePostSimulate ) {} GS_EVENT( ClientGamePostSimulate ) {}
GS_EVENT( ServerPostAdvanceTick ) {}
GS_EVENT( ServerBeginAsyncPostTickWork ) {}
virtual void unk_301( const void *const msg ) override {} virtual void unk_401( const void *const msg ) override {}
virtual void unk_302( const void *const msg ) override {}
virtual void unk_303( const void *const msg ) override {} GS_EVENT( ServerEndAsyncPostTickWork ) {}
virtual void unk_304( const void *const msg ) override {}
virtual void unk_305( const void *const msg ) override {} GS_EVENT( ClientFrameSimulate ) {}
GS_EVENT( ClientPauseSimulate ) {}
GS_EVENT( ClientAdvanceNonRenderedFrame ) {}
GS_EVENT( GameFrameBoundary ) {} GS_EVENT( GameFrameBoundary ) {}
GS_EVENT( OutOfGameFrameBoundary ) {} GS_EVENT( OutOfGameFrameBoundary ) {}
@ -395,12 +414,12 @@ public:
GS_EVENT( SaveGame ) {} GS_EVENT( SaveGame ) {}
GS_EVENT( RestoreGame ) {} GS_EVENT( RestoreGame ) {}
virtual void unk_401( const void *const msg ) override {} virtual void unk_501( const void *const msg ) override {}
virtual void unk_402( const void *const msg ) override {} virtual void unk_502( const void *const msg ) override {}
virtual void unk_403( const void *const msg ) override {} virtual void unk_503( const void *const msg ) override {}
virtual void unk_404( const void *const msg ) override {} virtual void unk_504( const void *const msg ) override {}
virtual void unk_405( const void *const msg ) override {} virtual void unk_505( const void *const msg ) override {}
virtual void unk_406( const void *const msg ) override {} virtual void unk_506( const void *const msg ) override {}
virtual const char* GetName() const override { return m_pName; } virtual const char* GetName() const override { return m_pName; }
virtual void SetGameSystemGlobalPtrs(void* pValue) override {} virtual void SetGameSystemGlobalPtrs(void* pValue) override {}