Oh goodness, let the bugs begin...

1) Fixed getting incorrect value of the entity index when using ClientUserInfoChanged via dllfunc
2) New hookable GameDLL funcs: UpdateClientData, AddToFullPack, CmdStart, CmdEnd (at28754)
3) New GameDLL funcs that can be called via dllfunc: UpdateClientData, AddToFullPack, CmdStart, CmdEnd
4) New natives to read/write special data structures associated with the above GameDLL funcs
This commit is contained in:
Scott Ehlert
2006-04-30 07:27:14 +00:00
parent 0555e7aa63
commit 0071d73e25
10 changed files with 1277 additions and 9 deletions

View File

@ -50,9 +50,16 @@ enum
// Create baselines for certain "unplaced" items.
DLLFunc_CreateInstancedBaselines, // void ) ( void );
DLLFunc_pfnAllowLagCompensation, // int ) ( void );
// I know this does not fit with DLLFUNC(), but I dont want another native just for it.
// 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)
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);
};
#endif //_INCLUDE_DLLFUNC_H