MSVC8 Project File + SDK Update

This commit is contained in:
Scott Ehlert
2006-04-06 13:58:06 +00:00
parent 550c505813
commit 82b0128308
5 changed files with 447 additions and 31 deletions

View File

@ -21,6 +21,19 @@
// metamod plugin?
#define USE_METAMOD
// use memory manager/tester?
// note that if you use this, you cannot construct/allocate
// anything before the module attached (OnAmxxAttach).
// be careful of default constructors using new/malloc!
// #define MEMORY_TEST
// Unless you use STL or exceptions, keep this commented.
// It allows you to compile without libstdc++.so as a dependency
// #define NO_ALLOC_OVERRIDES
// Uncomment this if you are using MSVC8 or greater and want to fix some of the compatibility issues yourself
// #define NO_MSVC8_AUTO_COMPAT
// - AMXX Init functions
// Also consider using FN_META_*
// AMXX query
@ -28,8 +41,8 @@
// AMXX attach
// Do native functions init here (MF_AddNatives)
#define FN_AMXX_ATTACH OnAmxxAttach
// AMXX dettach
//#define FN_AMXX_DETTACH OnAmxxDettach
// AMXX detach
//#define FN_AMXX_DETACH OnAmxxDetach
// All plugins loaded
// Do forward functions init here (MF_RegisterForward)
#define FN_AMXX_PLUGINSLOADED OnPluginsLoaded
@ -48,18 +61,18 @@
//#define FN_META_QUERY OnMetaQuery
// Meta attach
//#define FN_META_ATTACH OnMetaAttach
// Meta dettach
//#define FN_META_DETTACH OnMetaDettach
// Meta detach
//#define FN_META_DETACH OnMetaDetach
// (wd) are Will Day's notes
// - GetEntityAPI2 functions
// #define FN_GameDLLInit GameDLLInit /* pfnGameInit() */
// #define FN_DispatchSpawn Spawn /* pfnSpawn() */
// #define FN_DispatchThink Think /* pfnThink() */
// #define FN_DispatchUse Use /* pfnUse() */
// #define FN_DispatchTouch pfnTouch /* pfnTouch() */
// #define FN_DispatchSpawn DispatchSpawn /* pfnSpawn() */
// #define FN_DispatchThink DispatchThink /* pfnThink() */
// #define FN_DispatchUse DispatchUse /* pfnUse() */
// #define FN_DispatchTouch DispatchTouch /* pfnTouch() */
// #define FN_DispatchBlocked DispatchBlocked /* pfnBlocked() */
// #define FN_DispatchKeyValue KeyValue /* pfnKeyValue() */
// #define FN_DispatchKeyValue DispatchKeyValue /* pfnKeyValue() */
// #define FN_DispatchSave DispatchSave /* pfnSave() */
// #define FN_DispatchRestore DispatchRestore /* pfnRestore() */
// #define FN_DispatchObjectCollsionBox DispatchObjectCollsionBox /* pfnSetAbsBox() */
@ -69,13 +82,13 @@
// #define FN_RestoreGlobalState RestoreGlobalState /* pfnRestoreGlobalState() */
// #define FN_ResetGlobalState ResetGlobalState /* pfnResetGlobalState() */
#define FN_ClientConnect ClientConnect /* pfnClientConnect() (wd) Client has connected */
#define FN_ClientDisconnect ClientDisconnect /* pfnClientDisconnect() (wd) Player has left the game */
#define FN_ClientDisconnect ClientDisconnect /* pfnClientDisconnect() (wd) Player has left the game */
// #define FN_ClientKill ClientKill /* pfnClientKill() (wd) Player has typed "kill" */
// #define FN_ClientPutInServer ClientPutInServer /* pfnClientPutInServer() (wd) Client is entering the game */
// #define FN_ClientCommand ClientCommand /* pfnClientCommand() (wd) Player has sent a command (typed or from a bind) */
// #define FN_ClientUserInfoChanged ClientUserInfoChanged /* pfnClientUserInfoChanged() (wd) Client has updated their setinfo structure */
#define FN_ServerActivate ServerActivate /* pfnServerActivate() (wd) Server is starting a new map */
#define FN_ServerDeactivate ServerDeactivate /* pfnServerDeactivate() (wd) Server is leaving the map (shutdown or changelevel); SDK2 */
#define FN_ServerActivate ServerActivate /* pfnServerActivate() (wd) Server is starting a new map */
#define FN_ServerDeactivate ServerDeactivate /* pfnServerDeactivate() (wd) Server is leaving the map (shutdown or changelevel); SDK2 */
// #define FN_PlayerPreThink PlayerPreThink /* pfnPlayerPreThink() */
// #define FN_PlayerPostThink PlayerPostThink /* pfnPlayerPostThink() */
// #define FN_StartFrame StartFrame /* pfnStartFrame() */
@ -200,19 +213,19 @@
// #define FN_ServerExecute ServerExecute
// #define FN_engClientCommand engClientCommand
// #define FN_ParticleEffect ParticleEffect
#define FN_LightStyle LightStyle
#define FN_LightStyle LightStyle
// #define FN_DecalIndex DecalIndex
// #define FN_PointContents PointContents
#define FN_MessageBegin MessageBegin
#define FN_MessageEnd MessageEnd
#define FN_MessageBegin MessageBegin
#define FN_MessageEnd MessageEnd
#define FN_WriteByte WriteByte
#define FN_WriteChar WriteChar
#define FN_WriteShort WriteShort
#define FN_WriteShort WriteShort
#define FN_WriteLong WriteLong
#define FN_WriteAngle WriteAngle
#define FN_WriteCoord WriteCoord
#define FN_WriteString WriteString
#define FN_WriteEntity WriteEntity
#define FN_WriteAngle WriteAngle
#define FN_WriteCoord WriteCoord
#define FN_WriteString WriteString
#define FN_WriteEntity WriteEntity
// #define FN_CVarRegister CVarRegister
// #define FN_CVarGetFloat CVarGetFloat
// #define FN_CVarGetString CVarGetString
@ -299,7 +312,7 @@
// #define FN_GetPlayerStats GetPlayerStats
// #define FN_AddServerCommand AddServerCommand
// #define FN_Voice_GetClientListening Voice_GetClientListening
#define FN_Voice_SetClientListening Voice_SetClientListening
#define FN_Voice_SetClientListening Voice_SetClientListening
// #define FN_GetPlayerAuthId GetPlayerAuthId
// - GetEngineAPI_Post functions
@ -460,4 +473,3 @@
#endif // USE_METAMOD
#endif // __MODULECONFIG_H__