amxmodx/public/resdk/cstrike/API/CSInterfaces.h

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Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "CSEntity.h"
#include "CSPlayer.h"
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
class CCSWeaponBox: public CCSEntity {};
class CCSArmoury: public CCSEntity {};
class CAPI_Bot: public CCSPlayer {};
class CAPI_CSBot: public CAPI_Bot {};
class CCSShield: public CCSEntity {};
class CCSDeadHEV: public CCSMonster {};
class CCSSprayCan: public CCSEntity {};
class CCSBloodSplat: public CCSEntity {};
class CCSWorld: public CCSEntity {};
class CCSDecal: public CCSEntity {};
class CCSCorpse: public CCSEntity {};
class CCSGrenade: public CCSMonster {};
class CCSAirtank: public CCSGrenade {};
class CCSPlayerAmmo: public CCSEntity {};
class CCS9MMAmmo: public CCSPlayerAmmo {};
class CCSBuckShotAmmo: public CCSPlayerAmmo {};
class CCS556NatoAmmo: public CCSPlayerAmmo {};
class CCS556NatoBoxAmmo: public CCSPlayerAmmo {};
class CCS762NatoAmmo: public CCSPlayerAmmo {};
class CCS45ACPAmmo: public CCSPlayerAmmo {};
class CCS50AEAmmo: public CCSPlayerAmmo {};
class CCS338MagnumAmmo: public CCSPlayerAmmo {};
class CCS57MMAmmo: public CCSPlayerAmmo {};
class CCS357SIGAmmo: public CCSPlayerAmmo {};
class CCSFuncWall: public CCSEntity {};
class CCSFuncWallToggle: public CCSFuncWall {};
class CCSFuncConveyor: public CCSFuncWall {};
class CCSFuncIllusionary: public CCSToggle {};
class CCSFuncMonsterClip: public CCSFuncWall {};
class CCSFuncRotating: public CCSEntity {};
class CCSPendulum: public CCSEntity {};
class CCSPointEntity: public CCSEntity {};
class CCSStripWeapons: public CCSPointEntity {};
class CCSInfoIntermission: public CCSPointEntity {};
class CCSRevertSaved: public CCSPointEntity {};
class CCSEnvGlobal: public CCSPointEntity {};
class CCSMultiSource: public CCSPointEntity {};
class CCSButton: public CCSToggle {};
class CCSRotButton: public CCSButton {};
class CCSMomentaryRotButton: public CCSToggle {};
class CCSEnvSpark: public CCSEntity {};
class CCSButtonTarget: public CCSEntity {};
class CCSDoor: public CCSToggle {};
class CCSRotDoor: public CCSDoor {};
class CCSMomentaryDoor: public CCSToggle {};
class CCSGib: public CCSEntity {};
class CCSBubbling: public CCSEntity {};
class CCSBeam: public CCSEntity {};
class CCSLightning: public CCSBeam {};
class CCSLaser: public CCSBeam {};
class CCSGlow: public CCSPointEntity {};
class CCSSprite: public CCSPointEntity {};
class CCSBombGlow: public CCSSprite {};
class CCSGibShooter: public CCSDelay {};
class CCSEnvShooter: public CCSGibShooter {};
class CCSTestEffect: public CCSDelay {};
class CCSBlood: public CCSPointEntity {};
class CCSShake: public CCSPointEntity {};
class CCSFade: public CCSPointEntity {};
class CCSMessage: public CCSPointEntity {};
class CCSEnvFunnel: public CCSDelay {};
class CCSEnvBeverage: public CCSDelay {};
class CCSItemSoda: public CCSEntity {};
class CCSShower: public CCSEntity {};
class CCSEnvExplosion: public CCSMonster {};
class CCSBreakable: public CCSDelay {};
class CCSPushable: public CCSBreakable {};
class CCSFuncTank: public CCSEntity {};
class CCSFuncTankGun: public CCSFuncTank {};
class CCSFuncTankLaser: public CCSFuncTank {};
class CCSFuncTankRocket: public CCSFuncTank {};
class CCSFuncTankMortar: public CCSFuncTank {};
class CCSFuncTankControls: public CCSEntity {};
class CCSRecharge: public CCSToggle {};
class CCSCycler: public CCSMonster {};
class CCSGenericCycler: public CCSCycler {};
class CCSCyclerProbe: public CCSCycler {};
class CCSCyclerSprite: public CCSEntity {};
class CCSWeaponCycler: public CCSPlayerWeapon {};
class CCSWreckage: public CCSMonster {};
class CCSWorldItem: public CCSEntity {};
class CCSItem: public CCSEntity {};
class CCSHealthKit: public CCSItem {};
class CCSWallHealth: public CCSToggle {};
class CCSItemSuit: public CCSItem {};
class CCSItemBattery: public CCSItem {};
class CCSItemAntidote: public CCSItem {};
class CCSItemSecurity: public CCSItem {};
class CCSItemLongJump: public CCSItem {};
class CCSItemKevlar: public CCSItem {};
class CCSItemAssaultSuit: public CCSItem {};
class CCSItemThighPack: public CCSItem {};
class CCSGrenCatch: public CCSEntity {};
class CCSFuncWeaponCheck: public CCSEntity {};
class CCSHostage: public CCSMonster {};
class CCSLight: public CCSPointEntity {};
class CCSEnvLight: public CCSLight {};
class CCSRuleEntity: public CCSEntity {};
class CCSRulePointEntity: public CCSRuleEntity {};
class CCSRuleBrushEntity: public CCSRuleEntity {};
class CCSGameScore: public CCSRulePointEntity {};
class CCSGameEnd: public CCSRulePointEntity {};
class CCSGameText: public CCSRulePointEntity {};
class CCSGameTeamMaster: public CCSRulePointEntity {};
class CCSGameTeamSet: public CCSRulePointEntity {};
class CCSGamePlayerZone: public CCSRuleBrushEntity {};
class CCSGamePlayerHurt: public CCSRulePointEntity {};
class CCSGameCounter: public CCSRulePointEntity {};
class CCSGameCounterSet: public CCSRulePointEntity {};
class CCSGamePlayerEquip: public CCSRulePointEntity {};
class CCSGamePlayerTeam: public CCSRulePointEntity {};
class CCSFuncMortarField: public CCSToggle {};
class CCSMortar: public CCSGrenade {};
class CCSMapInfo: public CCSPointEntity {};
class CCSPathCorner: public CCSPointEntity {};
class CCSPathTrack: public CCSPointEntity {};
class CCSFuncTrackTrain: public CCSEntity {};
class CCSFuncVehicleControls: public CCSEntity {};
class CCSFuncVehicle: public CCSEntity {};
class CCSPlatTrain: public CCSToggle {};
class CCSFuncPlat: public CCSPlatTrain {};
class CCSPlatTrigger: public CCSEntity {};
class CCSFuncPlatRot: public CCSFuncPlat {};
class CCSFuncTrain: public CCSPlatTrain {};
class CCSFuncTrainControls: public CCSEntity {};
class CCSFuncTrackChange: public CCSFuncPlatRot {};
class CCSFuncTrackAuto: public CCSFuncTrackChange {};
class CCSGunTarget: public CCSMonster {};
class CCSAmbientGeneric: public CCSEntity {};
class CCSEnvSound: public CCSPointEntity {};
class CCSSpeaker: public CCSEntity {};
class CCSSoundEnt: public CCSEntity {};
class CCSUSP: public CCSPlayerWeapon {};
class CCSMP5N: public CCSPlayerWeapon {};
class CCSSG552: public CCSPlayerWeapon {};
class CCSAK47: public CCSPlayerWeapon {};
class CCSAUG: public CCSPlayerWeapon {};
class CCSAWP: public CCSPlayerWeapon {};
class CCSC4: public CCSPlayerWeapon {};
class CCSDEAGLE: public CCSPlayerWeapon {};
class CCSFlashbang: public CCSPlayerWeapon {};
class CCSG3SG1: public CCSPlayerWeapon {};
class CCSGLOCK18: public CCSPlayerWeapon {};
class CCSHEGrenade: public CCSPlayerWeapon {};
class CCSKnife: public CCSPlayerWeapon {};
class CCSM249: public CCSPlayerWeapon {};
class CCSM3: public CCSPlayerWeapon {};
class CCSM4A1: public CCSPlayerWeapon {};
class CCSMAC10: public CCSPlayerWeapon {};
class CCSP228: public CCSPlayerWeapon {};
class CCSP90: public CCSPlayerWeapon {};
class CCSSCOUT: public CCSPlayerWeapon {};
class CCSSmokeGrenade: public CCSPlayerWeapon {};
class CCSTMP: public CCSPlayerWeapon {};
class CCSXM1014: public CCSPlayerWeapon {};
class CCSELITE: public CCSPlayerWeapon {};
class CCSFiveSeven: public CCSPlayerWeapon {};
class CCSUMP45: public CCSPlayerWeapon {};
class CCSSG550: public CCSPlayerWeapon {};
class CCSGalil: public CCSPlayerWeapon {};
class CCSFamas: public CCSPlayerWeapon {};
class CCSNullEntity: public CCSEntity {};
class CCSDMStart: public CCSPointEntity {};
class CCSFrictionModifier: public CCSEntity {};
class CCSAutoTrigger: public CCSDelay {};
class CCSTriggerRelay: public CCSDelay {};
class CCSMultiManager: public CCSToggle {};
class CCSRenderFxManager: public CCSEntity {};
class CCSTrigger: public CCSToggle {};
class CCSTriggerHurt: public CCSTrigger {};
class CCSTriggerMonsterJump: public CCSTrigger {};
class CCSTriggerCDAudio: public CCSTrigger {};
class CCSTargetCDAudio: public CCSPointEntity {};
class CCSTriggerMultiple: public CCSTrigger {};
class CCSTriggerOnce: public CCSTriggerMultiple {};
class CCSTriggerCounter: public CCSTrigger {};
class CCSTriggerVolume: public CCSPointEntity {};
class CCSFireAndDie: public CCSDelay {};
class CCSChangeLevel: public CCSTrigger {};
class CCSLadder: public CCSTrigger {};
class CCSTriggerPush: public CCSTrigger {};
class CCSTriggerTeleport: public CCSTrigger {};
class CCSBuyZone: public CCSTrigger {};
class CCSBombTarget: public CCSTrigger {};
class CCSHostageRescue: public CCSTrigger {};
class CCSEscapeZone: public CCSTrigger {};
class CCSVIP_SafetyZone: public CCSTrigger {};
class CCSTriggerSave: public CCSTrigger {};
class CCSTriggerEndSection: public CCSTrigger {};
class CCSTriggerGravity: public CCSTrigger {};
class CCSTriggerChangeTarget: public CCSDelay {};
class CCSTriggerCamera: public CCSDelay {};
class CCSWeather: public CCSTrigger {};
class CCSClientFog: public CCSEntity {};
class CCSTriggerSetOrigin: public CCSDelay {};
class CCSTriggerRandom: public CCSDelay {};
class CCSItemAirBox: public CCSArmoury {};