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

Sync with latest source-sdk-2013.

This commit is contained in:
Nicholas Hastings
2014-10-30 12:30:57 -04:00
parent 6abc7fddca
commit aa5841f220
407 changed files with 6784 additions and 10498 deletions

View File

@ -28,35 +28,35 @@ extern INetworkStringTable *g_pStringTableServerPopFiles;
class CServerGameClients : public IServerGameClients
{
public:
virtual bool ClientConnect( edict_t *pEntity, char const* pszName, char const* pszAddress, char *reject, int maxrejectlen );
virtual void ClientActive( edict_t *pEntity, bool bLoadGame );
virtual void ClientDisconnect( edict_t *pEntity );
virtual void ClientPutInServer( edict_t *pEntity, const char *playername );
virtual void ClientCommand( edict_t *pEntity, const CCommand &args );
virtual void ClientSettingsChanged( edict_t *pEntity );
virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize );
virtual bool ClientConnect( edict_t *pEntity, char const* pszName, char const* pszAddress, char *reject, int maxrejectlen ) OVERRIDE;
virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) OVERRIDE;
virtual void ClientDisconnect( edict_t *pEntity ) OVERRIDE;
virtual void ClientPutInServer( edict_t *pEntity, const char *playername ) OVERRIDE;
virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) OVERRIDE;
virtual void ClientSettingsChanged( edict_t *pEntity ) OVERRIDE;
virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) OVERRIDE;
virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
int dropped_packets, bool ignore, bool paused );
int dropped_packets, bool ignore, bool paused ) OVERRIDE;
// Player is running a command
virtual void PostClientMessagesSent_DEPRECIATED( void );
virtual void SetCommandClient( int index );
virtual CPlayerState *GetPlayerState( edict_t *player );
virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin );
virtual void PostClientMessagesSent_DEPRECIATED( void ) OVERRIDE;
virtual void SetCommandClient( int index ) OVERRIDE;
virtual CPlayerState *GetPlayerState( edict_t *player ) OVERRIDE;
virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) OVERRIDE;
virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const;
virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const OVERRIDE;
// returns number of delay ticks if player is in Replay mode (0 = no delay)
virtual int GetReplayDelay( edict_t *player, int& entity );
virtual int GetReplayDelay( edict_t *player, int& entity ) OVERRIDE;
// Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair)
// can be added here
virtual void GetBugReportInfo( char *buf, int buflen );
virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID );
virtual void GetBugReportInfo( char *buf, int buflen ) OVERRIDE;
virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) OVERRIDE;
// The client has submitted a keyvalues command
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues );
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) OVERRIDE;
// Notify that the player is spawned
virtual void ClientSpawned( edict_t *pPlayer );
virtual void ClientSpawned( edict_t *pPlayer ) OVERRIDE;
};
@ -64,73 +64,73 @@ class CServerGameDLL : public IServerGameDLL
{
public:
virtual bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory,
CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals);
virtual void DLLShutdown( void );
CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals) OVERRIDE;
virtual void DLLShutdown( void ) OVERRIDE;
// Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!)
virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory );
virtual float GetTickInterval( void ) const;
virtual bool GameInit( void );
virtual void GameShutdown( void );
virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background );
virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax );
virtual void LevelShutdown( void );
virtual void GameFrame( bool simulating ); // could be called multiple times before sending data to clients
virtual void PreClientUpdate( bool simulating ); // called after all GameFrame() calls, before sending data to clients
virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ) OVERRIDE;
virtual float GetTickInterval( void ) const OVERRIDE;
virtual bool GameInit( void ) OVERRIDE;
virtual void GameShutdown( void ) OVERRIDE;
virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ) OVERRIDE;
virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) OVERRIDE;
virtual void LevelShutdown( void ) OVERRIDE;
virtual void GameFrame( bool simulating ) OVERRIDE; // could be called multiple times before sending data to clients
virtual void PreClientUpdate( bool simulating ) OVERRIDE; // called after all GameFrame() calls, before sending data to clients
virtual ServerClass* GetAllServerClasses( void );
virtual const char *GetGameDescription( void );
virtual void CreateNetworkStringTables( void );
virtual ServerClass* GetAllServerClasses( void ) OVERRIDE;
virtual const char *GetGameDescription( void ) OVERRIDE;
virtual void CreateNetworkStringTables( void ) OVERRIDE;
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit( int size );
virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int );
virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int );
virtual void SaveGlobalState( CSaveRestoreData * );
virtual void RestoreGlobalState( CSaveRestoreData * );
virtual int CreateEntityTransitionList( CSaveRestoreData *, int );
virtual void BuildAdjacentMapList( void );
virtual CSaveRestoreData *SaveInit( int size ) OVERRIDE;
virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ) OVERRIDE;
virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ) OVERRIDE;
virtual void SaveGlobalState( CSaveRestoreData * ) OVERRIDE;
virtual void RestoreGlobalState( CSaveRestoreData * ) OVERRIDE;
virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) OVERRIDE;
virtual void BuildAdjacentMapList( void ) OVERRIDE;
virtual void PreSave( CSaveRestoreData * );
virtual void Save( CSaveRestoreData * );
virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false );
virtual void PreSave( CSaveRestoreData * ) OVERRIDE;
virtual void Save( CSaveRestoreData * ) OVERRIDE;
virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ) OVERRIDE;
#ifdef _XBOX
virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize );
virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) OVERRIDE;
#endif
virtual void WriteSaveHeaders( CSaveRestoreData * );
virtual void WriteSaveHeaders( CSaveRestoreData * ) OVERRIDE;
virtual void ReadRestoreHeaders( CSaveRestoreData * );
virtual void Restore( CSaveRestoreData *, bool );
virtual bool IsRestoring();
virtual void ReadRestoreHeaders( CSaveRestoreData * ) OVERRIDE;
virtual void Restore( CSaveRestoreData *, bool ) OVERRIDE;
virtual bool IsRestoring() OVERRIDE;
// Retrieve info needed for parsing the specified user message
virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size );
virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) OVERRIDE;
virtual CStandardSendProxies* GetStandardSendProxies();
virtual CStandardSendProxies* GetStandardSendProxies() OVERRIDE;
virtual void PostInit();
virtual void Think( bool finalTick );
virtual void PostInit() OVERRIDE;
virtual void Think( bool finalTick ) OVERRIDE;
virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue );
virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) OVERRIDE;
virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame );
virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame ) OVERRIDE;
// Returns true if the game DLL wants the server not to be made public.
// Used by commentary system to hide multiplayer commentary servers from the master.
virtual bool ShouldHideServer( void );
virtual bool ShouldHideServer( void ) OVERRIDE;
virtual void InvalidateMdlCache();
virtual void InvalidateMdlCache() OVERRIDE;
virtual void SetServerHibernation( bool bHibernating );
virtual void SetServerHibernation( bool bHibernating ) OVERRIDE;
float m_fAutoSaveDangerousTime;
float m_fAutoSaveDangerousMinHealthToCommit;
bool m_bIsHibernating;
// Called after the steam API has been activated post-level startup
virtual void GameServerSteamAPIActivated( void );
virtual void GameServerSteamAPIActivated( void ) OVERRIDE;
// Called after the steam API has been shutdown post-level startup
virtual void GameServerSteamAPIShutdown( void );
virtual void GameServerSteamAPIShutdown( void ) OVERRIDE;
// interface to the new GC based lobby system
virtual IServerGCLobby *GetServerGCLobby() OVERRIDE;
@ -138,6 +138,9 @@ public:
virtual const char *GetServerBrowserMapOverride() OVERRIDE;
virtual const char *GetServerBrowserGameData() OVERRIDE;
// Called to add output to the status command
virtual void Status( void (*print) (const char *fmt, ...) );
private:
// This can just be a wrapper on MapEntity_ParseAllEntities, but CS does some tricks in here