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

Correct ISource2Server & ISource2GameClients pure virtuals

Thanks boeing666 for finding it out
This commit is contained in:
GAMMACASE
2025-06-28 15:04:27 +03:00
parent decc3d05c9
commit 9310e72cee

View File

@ -469,7 +469,7 @@ public:
virtual void GetDefaultScaleForCharacter( const char *pCharacterName, bool bCheckLoadoutScale ) = 0;
virtual void GetDefaultControlPointAutoUpdates( const char *pParticleSystemName, CUtlVector<EconControlPointInfo_t> &autoUpdates ) = 0;
virtual void unk_201();
virtual void unk_201() = 0;
virtual void GetCharacterNameForModel( const char *pModelName, bool bCheckItemModifiers, CUtlString &characterName ) = 0;
virtual void GetModelNameForCharacter( const char *pCharacterNamel, int nIndex, CBufferString &modelName ) = 0;
@ -572,7 +572,7 @@ public:
// Called when the client attempts to connect (doesn't get called for bots)
// returning false would reject the connection with the pRejectReason message
virtual bool ClientConnect( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, bool unk1, CBufferString *pRejectReason );
virtual bool ClientConnect( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, bool unk1, CBufferString *pRejectReason ) = 0;
// Client is connected and should be put in the game
// type values could be: