mirror of
https://github.com/alliedmodders/hl2sdk.git
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Update ISource2GameClients interface
This commit is contained in:

committed by
Nicholas Hastings

parent
b310a3ebcf
commit
f47a19d330
@ -518,66 +518,61 @@ public:
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abstract_class ISource2GameClients : public IAppSystem
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{
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public:
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// Client is connecting to server ( return false to reject the connection )
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// You can specify a rejection message by writing it into reject
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virtual bool ClientConnect( CEntityIndex index, uint64 xuid, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;
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virtual void OnClientConnected( CPlayerSlot slot, const char *pszName, uint64 xuid, const char *pszNetworkID, const char *pszAddress, bool bFakePlayer ) = 0;
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virtual void OnClientConnected( CEntityIndex index, int userId, const char *pszName, uint64 xuid, const char *pszNetworkID,
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const char *pszAddress, bool bFakePlayer ) = 0;
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virtual void* unk001( CPlayerSlot slot, const char *pszName, int, int, bool, int);
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// Client is connected and should be put in the game
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virtual void ClientPutInServer( CEntityIndex index, char const *playername, bool bFakePlayer ) = 0;
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virtual void ClientPutInServer( CPlayerSlot slot, char const *pszName, int, bool /*bFakePlayer??*/ ) = 0;
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// Client is going active
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// If bLoadGame is true, don't spawn the player because its state is already setup.
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virtual void ClientActive( CEntityIndex index, bool bLoadGame ) = 0;
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virtual void ClientActive( CPlayerSlot slot, bool /*bLoadGame??*/, const char */*pszName??*/, int ) = 0;
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virtual void ClientFullyConnect( CEntityIndex index, CPlayerSlot slot ) = 0;
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virtual void ClientFullyConnect( CPlayerSlot slot ) = 0;
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// Client is disconnecting from server
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virtual void ClientDisconnect( CEntityIndex index, int userId, /* ENetworkDisconnectionReason */ int reason,
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virtual void ClientDisconnect( CPlayerSlot slot, /* ENetworkDisconnectionReason */ int reason,
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const char *pszName, uint64 xuid, const char *pszNetworkID ) = 0;
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// Sets the client index for the client who typed the command into his/her console
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virtual void SetCommandClient( CPlayerSlot slot) = 0;
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// virtual void SetCommandClient( CPlayerSlot slot) = 0;
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// The client has typed a command at the console
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virtual void ClientCommand( CEntityIndex index, const CCommand &args ) = 0;
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virtual void ClientCommand( CPlayerSlot slot, const CCommand &args ) = 0;
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// A player changed one/several replicated cvars (name etc)
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virtual void ClientSettingsChanged( CEntityIndex index ) = 0;
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virtual void ClientSettingsChanged( CPlayerSlot slot ) = 0;
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// Determine PVS origin and set PVS for the player/viewentity
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virtual void ClientSetupVisibility( CEntityIndex viewentIndex, CEntityIndex clientindex, vis_info_t *visinfo ) = 0;
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virtual void ClientSetupVisibility( CPlayerSlot slot, vis_info_t *visinfo ) = 0;
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// A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
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virtual float ProcessUsercmds( CEntityIndex index, bf_read *buf, int numcmds, int totalcmds,
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int dropped_packets, bool ignore, bool paused ) = 0;
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virtual float ProcessUsercmds( CPlayerSlot slot, bf_read *buf, int numcmds, bool ignore, bool paused ) = 0;
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// Let the game .dll do stuff after messages have been sent to all of the clients once the server frame is complete
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virtual void PostClientMessagesSent_DEPRECIATED( void ) = 0;
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virtual bool IsPlayerSlotOccupied( CPlayerSlot slot ) = 0;
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virtual bool IsPlayerAlive( CEntityIndex index ) = 0;
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virtual bool IsPlayerAlive( CPlayerSlot slot) = 0;
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virtual int GetPlayerScore( CEntityIndex index ) = 0;
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virtual int GetPlayerScore( CPlayerSlot slot ) = 0;
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// Get the ear position for a specified client
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virtual void ClientEarPosition( CEntityIndex index, Vector *pEarOrigin ) = 0;
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virtual void ClientEarPosition( CPlayerSlot slot, Vector *pEarOrigin ) = 0;
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// Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair)
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// can be added here
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virtual void GetBugReportInfo( char *buf, int buflen ) = 0;
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virtual void GetBugReportInfo( CBufferString &buf ) = 0;
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// TERROR: A player sent a voice packet
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virtual void ClientVoice( CEntityIndex index ) = 0;
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virtual void ClientVoice( CPlayerSlot slot ) = 0;
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// A user has had their network id setup and validated
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virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0;
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// The client has submitted a keyvalues command
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virtual void ClientCommandKeyValues( CEntityIndex index, KeyValues *pKeyValues ) = 0;
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virtual void ClientCommandKeyValues( CPlayerSlot slot, KeyValues *pKeyValues ) = 0;
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virtual bool ClientCanPause( CEntityIndex index ) = 0;
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virtual bool ClientCanPause( CPlayerSlot slot ) = 0;
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virtual void HLTVClientFullyConnect( int index, const CSteamID &steamID ) = 0;
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@ -588,6 +583,19 @@ public:
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virtual void SendHLTVStatusMessage( IHLTVServer *, bool, bool, const char *, int, int, int ) = 0;
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virtual IHLTVDirector *GetHLTVDirector( void ) = 0;
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virtual void unk002( CPlayerSlot slot ) = 0;
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virtual void unk003( CPlayerSlot slot ) = 0;
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// Something NetMessage related
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virtual void unk004() = 0;
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// Something pawn related
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virtual void unk005() = 0;
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virtual void unk006() = 0;
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virtual void unk007() = 0;
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virtual void unk008() = 0;
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};
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typedef IVEngineServer2 IVEngineServer;
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@ -224,6 +224,14 @@ public:
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CUtlVectorFixedGrowable( int growSize = 0 ) : BaseClass( growSize, MAX_SIZE ) {}
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};
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template< class T, class B = short >
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class CUtlLeanVectorBase
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{
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private:
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B m_nAllocationCount;
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B m_nGrowSize;
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T* m_pMemory;
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};
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//-----------------------------------------------------------------------------
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// The CUtlVectorConservative class:
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