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https://github.com/alliedmodders/hl2sdk.git
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Update ISource2ServerConfig.
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@ -508,50 +508,18 @@ public:
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abstract_class ISource2ServerConfig : public IAppSystem
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abstract_class ISource2ServerConfig : public IAppSystem
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{
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{
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public:
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public:
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#if 0
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virtual void AllocateScratchRenderTargets( SwapChainHandle_t *, const RenderDeviceInfo_t &, RenderMultisampleType_t ) = 0;
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virtual int GetDesiredRenderingPipeline( void ) = 0;
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virtual bool InstantReplayShouldSkipMessage( /* EBaseEntityMessages */ int message ) const = 0;
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virtual bool InstantReplayShouldIgnoreMessage( /* EBaseEntityMessages */ int message ) const = 0;
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virtual const char *GetEncryptionKey() = 0;
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virtual CBaseEntity *FindProceduralEntity( const char *szClassname ) = 0;
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virtual void SetupGameSessionConfiguration( KeyValues *pKV, GameSessionConfiguration_t *pConfig ) = 0;
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virtual void InitGameSession( const GameSessionConfiguration_t &config ) = 0;
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virtual void ShutdownGameSession( void ) = 0;
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virtual const char *GetModName( void ) = 0;
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virtual bool ShouldPreserveEntityForRespawn( const char *szClassname ) = 0;
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virtual void LoopPostInitAllGameSystems( const GameSessionConfiguration_t &, ILoopModePrerequisiteRegistry * ) = 0;
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virtual void RegisterGameActivities( void ) = 0;
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virtual void ExecuteURL( const char *szURL ) = 0;
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virtual void GetBugReportLaunchURLParameters( KeyValues *pKV ) = 0;
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virtual void GetStringTableDefs( CUtlVector<StringTableDef_t> &defs ) = 0;
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virtual bool IsUserMessage( int id ) const = 0;
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virtual KeyValues *GetCurrentGameSessionConfigKeyValues() = 0;
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#endif
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// Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2.
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// Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2.
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// Hey, it's more descriptive than just the name of the game directory
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// Hey, it's more descriptive than just the name of the game directory
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virtual const char *GetGameDescription( void ) = 0;
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virtual const char *GetGameDescription( void ) = 0;
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virtual int GetNetworkVersion( void ) = 0;
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// Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!)
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// Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!)
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// Right now this is only requested at server startup time so it can't be changed on the fly, etc.
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// Right now this is only requested at server startup time so it can't be changed on the fly, etc.
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virtual float GetTickInterval( void ) const = 0;
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virtual float GetTickInterval( void ) const = 0;
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// Get server maxplayers and lower bound for same
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// Get server maxplayers and lower bound for same
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virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const = 0;
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virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers, bool &unknown ) const = 0;
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// Returns max splitscreen slot count ( 1 == no splits, 2 for 2-player split screen )
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// Returns max splitscreen slot count ( 1 == no splits, 2 for 2-player split screen )
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virtual int GetMaxSplitscreenPlayers( void ) = 0;
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virtual int GetMaxSplitscreenPlayers( void ) = 0;
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@ -570,10 +538,6 @@ public:
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virtual bool AllowDedicatedServers( EUniverse universe ) const = 0;
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virtual bool AllowDedicatedServers( EUniverse universe ) const = 0;
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virtual void GetConVarPrefixesToResetToDefaults( CUtlString &prefixes ) const = 0;
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virtual void GetConVarPrefixesToResetToDefaults( CUtlString &prefixes ) const = 0;
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#if 0
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virtual void ExecuteURL( int, const URLArgument_t * ) = 0;
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#endif
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};
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};
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#define INTERFACEVERSION_SERVERGAMECLIENTS "Source2GameClients001"
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#define INTERFACEVERSION_SERVERGAMECLIENTS "Source2GameClients001"
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