amxmodx/dlls/fakemeta/dllfunc.h

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#ifndef _INCLUDE_DLLFUNC_H
#define _INCLUDE_DLLFUNC_H
enum
{
DLLFunc_GameInit, // void ) ( void );
DLLFunc_Spawn, // int ) (edict_t *pent);
DLLFunc_Think, // void ) (edict_t *pent);
DLLFunc_Use, // void ) (edict_t *pentUsed, edict_t *pentOther);
DLLFunc_Touch, // void ) (edict_t *pentTouched, edict_t *pentOther);
DLLFunc_Blocked, // void ) (edict_t *pentBlocked, edict_t *pentOther);
//You can pass in 0 for glb kvd handle or a kvd handle here
DLLFunc_KeyValue, // void ) (edict_t *pentKeyvalue, KeyValueData *pkvd);
DLLFunc_SetAbsBox, // void ) (edict_t *pent);
DLLFunc_ClientConnect, // bool ) (edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);
DLLFunc_ClientDisconnect, // void ) (edict_t *pEntity);
DLLFunc_ClientKill, // void ) (edict_t *pEntity);
DLLFunc_ClientPutInServer, // void ) (edict_t *pEntity);
DLLFunc_ClientCommand, // void ) (edict_t *pEntity);
DLLFunc_ServerDeactivate, // void ) ( void );
DLLFunc_PlayerPreThink, // void ) (edict_t *pEntity);
DLLFunc_PlayerPostThink, // void ) (edict_t *pEntity);
DLLFunc_StartFrame, // void ) ( void );
DLLFunc_ParmsNewLevel, // void ) ( void );
DLLFunc_ParmsChangeLevel, // void ) ( void );
// Returns string describing current .dll. E.g., TeamFotrress 2, Half-Life
// This also gets called when the server is queried for information (for example, by a server browser tool)
DLLFunc_GetGameDescription, // const char *) ( void );
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// Spectator funcs
DLLFunc_SpectatorConnect, // void ) (edict_t *pEntity);
DLLFunc_SpectatorDisconnect, // void ) (edict_t *pEntity);
DLLFunc_SpectatorThink, // void ) (edict_t *pEntity);
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// Notify game .dll that engine is going to shut down. Allows mod authors to set a breakpoint.
DLLFunc_Sys_Error, // void ) (const char *error_string);
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DLLFunc_PM_FindTextureType, // char ) (char *name);
DLLFunc_RegisterEncoders, // void ) ( void );
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// Enumerates player hulls. Returns 0 if the hull number doesn't exist, 1 otherwise
DLLFunc_GetHullBounds, // int ) (int hullnumber, float *mins, float *maxs);
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// Create baselines for certain "unplaced" items.
DLLFunc_CreateInstancedBaselines, // void ) ( void );
DLLFunc_pfnAllowLagCompensation, // int ) ( void );
// I know this does not fit with DLLFUNC(), but I don't want another native just for it.
MetaFunc_CallGameEntity, // bool ) (plid_t plid, const char *entStr,entvars_t *pev);
DLLFunc_ClientUserInfoChanged, // void ) (idplayer)
// You can pass in 0 for global client data handle or another client data handle here
DLLFunc_UpdateClientData, // void ) (const struct edict_s *ent, int sendweapons, struct clientdata_s *cd);
// You can pass in 0 for global entity state handle or another entity state handle here
DLLFunc_AddToFullPack, // int ) (struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet);
// You can pass in 0 for global usercmd handle or another usercmd handle here
DLLFunc_CmdStart, // void ) (const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed);
DLLFunc_CmdEnd, // void ) (const edict_t *player);
DLLFunc_CreateBaseline // void ) (int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs);
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};
#endif //_INCLUDE_DLLFUNC_H