Oh goodness, let the bugs begin...

1) New hookable GameDLL funcs: UpdateClientData, AddToFullPack, CmdStart, CmdEnd (at28754)
2) New GameDLL funcs that can be called via dllfunc: UpdateClientData, AddToFullPack, CmdStart, CmdEnd
3) New natives to read/write special data structures associated with the above GameDLL funcs:
   get/set_cd (ClientData), get/set_es (EntityState), get/set_uc (UserCmd)
This commit is contained in:
Scott Ehlert 2006-04-30 07:37:31 +00:00
parent 7883710bf6
commit de33bb6a1d
3 changed files with 206 additions and 5 deletions

View File

@ -85,6 +85,27 @@ native get_kvd(kvd_handle, KeyValueData:member, {Float,_}:...);
// keyvalues structure rather than changing the internal engine strings.
native set_kvd(kvd_handle, KeyValueData:member, {Float,_}:...);
// These functions are used with the clientdata data structure (FM_UpdateClientData)
// Get: 0 extra params - Return integer; 1 extra param - by ref float or vector; 2 extra params - string and length
// Set: Use anything
// Use 0 for cd_handle to specify the global clientdata handle
native get_cd(cd_handle, ClientData:member, {Float,_}:...);
native set_cd(cd_handle, ClientData:member, {Float,_}:...);
// These functions are used with the entity_state data structure (FM_AddToFullPack)
// Get: 0 extra params - Return integer; 1 extra param - by ref float or vector or array
// Set: Use anything
// Use 0 for es_handle to specify the global entity_state handle
native get_es(es_handle, EntityState:member, {Float,_}:...);
native set_es(es_handle, EntityState:member, {Float,_}:...);
// These functions are used with the usercmd data structure (FM_CmdStart)
// Get: 0 extra params - Return integer; 1 extra param - by ref float or vector
// Set: Use anything
// Use 0 for uc_handle to specify the global usercmd handle
native get_uc(uc_handle, UserCmd:member, {Float,_}:...);
native set_uc(uc_handle, UserCmd:member, {Float,_}:...);
//NOTE that for the string offsets below, on AMD64, a byref (char **) offset is NOT the same as an int offset
//In fact it's QWORD aligned rather than DWORD aligned, so the offset will be exactly half.
//Gets a string from a private offset. If byref is false, the string is treated as static rather than dynamic.

View File

@ -158,9 +158,16 @@ enum
// Create baselines for certain "unplaced" items.
DLLFunc_CreateInstancedBaseline, // 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 cd handle or another cd 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);
};
enum {
@ -504,7 +511,12 @@ enum {
FM_ShouldCollide,
//LATE ADDITIONS (v1.71)
FM_ClientUserInfoChanged //passes id only
FM_ClientUserInfoChanged, //passes id only
FM_UpdateClientData,
FM_AddToFullPack,
FM_CmdStart,
FM_CmdEnd
};
enum TraceResult
@ -529,3 +541,161 @@ enum KeyValueData
KV_fHandled
};
enum ClientData
{
CD_Origin,
CD_Velocity,
CD_ViewModel,
CD_PunchAngle,
CD_Flags,
CD_WaterLevel,
CD_WaterType,
CD_ViewOfs,
CD_Health,
CD_bInDuck,
CD_Weapons,
CD_flTimeStepSound,
CD_flDuckTime,
CD_flSwimTime,
CD_WaterJumpTime,
CD_MaxSpeed,
CD_FOV,
CD_WeaponAnim,
CD_ID,
CD_AmmoShells,
CD_AmmoNails,
CD_AmmoCells,
CD_AmmoRockets,
CD_flNextAttack,
CD_tfState,
CD_PushMsec,
CD_DeadFlag,
CD_PhysInfo,
CD_iUser1,
CD_iUser2,
CD_iUser3,
CD_iUser4,
CD_fUser1,
CD_fUser2,
CD_fUser3,
CD_fUser4,
CD_vUser1,
CD_vUser2,
CD_vUser3,
CD_vUser4
};
enum EntityState
{
// Fields which are filled in by routines outside of delta compression
ES_EntityType,
// Index into cl_entities array for this entity
ES_Number,
ES_MsgTime,
// Message number last time the player/entity state was updated
ES_MessageNum,
// Fields which can be transitted and reconstructed over the network stream
ES_Origin,
ES_Angles,
ES_ModelIndex,
ES_Sequence,
ES_Frame,
ES_ColorMap,
ES_Skin,
ES_Solid,
ES_Effects,
ES_Scale,
ES_eFlags,
// Render information
ES_RenderMode,
ES_RenderAmt,
ES_RenderColor,
ES_RenderFx,
ES_MoveType,
ES_AnimTime,
ES_FrameRate,
ES_Body,
ES_Controller,
ES_Blending,
ES_Velocity,
// Send bbox down to client for use during prediction
ES_Mins,
ES_Maxs,
ES_AimEnt,
// If owned by a player, the index of that player (for projectiles)
ES_Owner,
// Friction, for prediction
ES_Friction,
// Gravity multiplier
ES_Gravity,
// PLAYER SPECIFIC
ES_Team,
ES_PlayerClass,
ES_Health,
ES_Spectator,
ES_WeaponModel,
ES_GaitSequence,
// If standing on conveyor, e.g.
ES_BaseVelocity,
// Use the crouched hull, or the regular player hull
ES_UseHull,
// Latched buttons last time state updated
ES_OldButtons,
// -1 = in air, else pmove entity number
ES_OnGround,
ES_iStepLeft,
// How fast we are falling
ES_flFallVelocity,
ES_FOV,
ES_WeaponAnim,
// Parametric movement overrides
ES_StartPos,
ES_EndPos,
ES_ImpactTime,
ES_StartTime,
// For mods
ES_iUser1,
ES_iUser2,
ES_iUser3,
ES_iUser4,
ES_fUser1,
ES_fUser2,
ES_fUser3,
ES_fUser4,
ES_vUser1,
ES_vUser2,
ES_vUser3,
ES_vUser4
};
enum UserCmd
{
UC_LerpMsec, // Interpolation time on client
UC_Msec, // Duration in ms of command
UC_ViewAngles, // Command view angles
// Intended velocities
UC_ForwardMove, // Forward velocity
UC_SideMove, // Sideways velocity
UC_UpMove, // Upward velocity
UC_LightLevel, // Light level at spot where we are standing
UC_Buttons, // Attack buttons
UC_Impulse, // Impulse command issued
UC_WeaponSelect, // Current weapon id
// Experimental player impact stuff
UC_ImpactIndex,
UC_ImpactPosition
};

View File

@ -155,7 +155,7 @@ stock EF_PrecacheEvent(type, const STRING[])
return engfunc(EngFunc_PrecacheEvent, type, STRING)
stock EF_PlaybackEvent(flags, const INVOKER, eventindex, Float:delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam1, bparam2)
return engfunc(EngFunc_PlaybackEvent, flags, INVOKER, eventindex, delay, origin, angles, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2)
stock EF_CheckVisibility(const ENTITY, set[])
stock EF_CheckVisibility(const ENTITY, set)
return engfunc(EngFunc_CheckVisibility, ENTITY, set)
stock EF_GetCurrentPlayer()
@ -248,4 +248,14 @@ stock DF_pfnAllowLagCompensation()
stock DF_MetaFunc_CallGameEntity(const STRING[], const ENTITY)
return dllfunc(MetaFunc_CallGameEntity, STRING, ENTITY)
stock DF_ClientUserInfoChanged(const IDPLAYER)
return dllfunc(DLLFunc_ClientUserInfoChanged, IDPLAYER)
return dllfunc(DLLFunc_ClientUserInfoChanged, IDPLAYER)
stock DF_UpdateClientData(const ENTITY, sendweapons, const cd = 0)
return dllfunc(DLLFunc_UpdateClientData, ENTITY, sendweapons, cd)
stock DF_AddToFullPack(state = 0, e, ENT, HOST, hostflags, player, set)
return dllfunc(state, e, ENT, HOST, hostflags, player, set)
stock DF_CmdStart(const PLAYER, const CMD = 0, randomSeed)
return dllfunc(PLAYER, CMD, randomSeed)
stock DF_CmdEnd(const PLAYER)
return dllfunc(PLAYER)