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
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@ -8,6 +8,12 @@ extern TraceResult *gfm_tr;
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//these also don't fit in here but gaben does not care. GABEN DOES NOT CARE!!!
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extern TraceResult g_tr_2;
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extern KeyValueData g_kvd_2;
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extern clientdata_t g_cd_glb;
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extern clientdata_t *g_cd_hook;
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extern entity_state_t g_es_glb;
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extern entity_state_t *g_es_hook;
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extern usercmd_t g_uc_glb;
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extern usercmd_t *g_uc_hook;
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struct KVD_Wrapper
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{
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@ -42,6 +48,165 @@ enum KeyValue
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KV_fHandled
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};
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enum ClientData
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{
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CD_Origin,
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CD_Velocity,
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CD_ViewModel,
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CD_PunchAngle,
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CD_Flags,
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CD_WaterLevel,
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CD_WaterType,
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CD_ViewOfs,
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CD_Health,
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CD_bInDuck,
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CD_Weapons,
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CD_flTimeStepSound,
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CD_flDuckTime,
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CD_flSwimTime,
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CD_WaterJumpTime,
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CD_MaxSpeed,
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CD_FOV,
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CD_WeaponAnim,
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CD_ID,
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CD_AmmoShells,
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CD_AmmoNails,
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CD_AmmoCells,
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CD_AmmoRockets,
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CD_flNextAttack,
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CD_tfState,
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CD_PushMsec,
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CD_DeadFlag,
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CD_PhysInfo,
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CD_iUser1,
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CD_iUser2,
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CD_iUser3,
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CD_iUser4,
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CD_fUser1,
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CD_fUser2,
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CD_fUser3,
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CD_fUser4,
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CD_vUser1,
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CD_vUser2,
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CD_vUser3,
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CD_vUser4
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};
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enum EntityState
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{
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// Fields which are filled in by routines outside of delta compression
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ES_EntityType,
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// Index into cl_entities array for this entity
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ES_Number,
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ES_MsgTime,
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// Message number last time the player/entity state was updated
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ES_MessageNum,
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// Fields which can be transitted and reconstructed over the network stream
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ES_Origin,
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ES_Angles,
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ES_ModelIndex,
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ES_Sequence,
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ES_Frame,
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ES_ColorMap,
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ES_Skin,
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ES_Solid,
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ES_Effects,
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ES_Scale,
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ES_eFlags,
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// Render information
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ES_RenderMode,
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ES_RenderAmt,
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ES_RenderColor,
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ES_RenderFx,
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ES_MoveType,
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ES_AnimTime,
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ES_FrameRate,
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ES_Body,
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ES_Controller,
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ES_Blending,
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ES_Velocity,
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// Send bbox down to client for use during prediction
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ES_Mins,
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ES_Maxs,
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ES_AimEnt,
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// If owned by a player, the index of that player (for projectiles)
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ES_Owner,
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// Friction, for prediction
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ES_Friction,
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// Gravity multiplier
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ES_Gravity,
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// PLAYER SPECIFIC
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ES_Team,
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ES_PlayerClass,
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ES_Health,
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ES_Spectator,
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ES_WeaponModel,
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ES_GaitSequence,
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// If standing on conveyor, e.g.
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ES_BaseVelocity,
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// Use the crouched hull, or the regular player hull
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ES_UseHull,
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// Latched buttons last time state updated
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ES_OldButtons,
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// -1 = in air, else pmove entity number
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ES_OnGround,
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ES_iStepLeft,
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// How fast we are falling
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ES_flFallVelocity,
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ES_FOV,
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ES_WeaponAnim,
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// Parametric movement overrides
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ES_StartPos,
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ES_EndPos,
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ES_ImpactTime,
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ES_StartTime,
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// For mods
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ES_iUser1,
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ES_iUser2,
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ES_iUser3,
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ES_iUser4,
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ES_fUser1,
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ES_fUser2,
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ES_fUser3,
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ES_fUser4,
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ES_vUser1,
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ES_vUser2,
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ES_vUser3,
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ES_vUser4
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};
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enum UserCmd
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{
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UC_LerpMsec, // Interpolation time on client
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UC_Msec, // Duration in ms of command
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UC_ViewAngles, // Command view angles
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// Intended velocities
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UC_ForwardMove, // Forward velocity
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UC_SideMove, // Sideways velocity
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UC_UpMove, // Upward velocity
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UC_LightLevel, // Light level at spot where we are standing
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UC_Buttons, // Attack buttons
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UC_Impulse, // Impulse command issued
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UC_WeaponSelect, // Current weapon id
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// Experimental player impact stuff
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UC_ImpactIndex,
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UC_ImpactPosition
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};
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extern AMX_NATIVE_INFO tr_Natives[];
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extern AMX_NATIVE_INFO ext2_natives[];
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