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* 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.
48 lines
1.8 KiB
C
48 lines
1.8 KiB
C
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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typedef void(*xcommand_t)(void);
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typedef struct cmd_function_s
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{
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struct cmd_function_s *next;
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char *name;
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xcommand_t function;
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int flags;
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} cmd_function_t;
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typedef enum cmd_source_s
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{
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src_client = 0, // came in over a net connection as a clc_stringcmd. host_client will be valid during this state.
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src_command = 1, // from the command buffer.
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} cmd_source_t;
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#define FCMD_HUD_COMMAND BIT(0)
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#define FCMD_GAME_COMMAND BIT(1)
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#define FCMD_WRAPPER_COMMAND BIT(2)
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