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| author | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
|---|---|---|
| committer | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
| commit | 55ed12f8d1eb6887d348be03aee5573d44177ffb (patch) | |
| tree | 3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/game/server/gameinterface.h | |
| parent | * Added support for Visual C++ 2013 Express to VPC (diff) | |
| download | source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip | |
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/game/server/gameinterface.h')
| -rw-r--r-- | mp/src/game/server/gameinterface.h | 123 |
1 files changed, 63 insertions, 60 deletions
diff --git a/mp/src/game/server/gameinterface.h b/mp/src/game/server/gameinterface.h index c0d7a6da..91d6534c 100644 --- a/mp/src/game/server/gameinterface.h +++ b/mp/src/game/server/gameinterface.h @@ -28,35 +28,35 @@ extern INetworkStringTable *g_pStringTableServerPopFiles; class CServerGameClients : public IServerGameClients { public: - virtual bool ClientConnect( edict_t *pEntity, char const* pszName, char const* pszAddress, char *reject, int maxrejectlen ); - virtual void ClientActive( edict_t *pEntity, bool bLoadGame ); - virtual void ClientDisconnect( edict_t *pEntity ); - virtual void ClientPutInServer( edict_t *pEntity, const char *playername ); - virtual void ClientCommand( edict_t *pEntity, const CCommand &args ); - virtual void ClientSettingsChanged( edict_t *pEntity ); - virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ); + virtual bool ClientConnect( edict_t *pEntity, char const* pszName, char const* pszAddress, char *reject, int maxrejectlen ) OVERRIDE; + virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) OVERRIDE; + virtual void ClientDisconnect( edict_t *pEntity ) OVERRIDE; + virtual void ClientPutInServer( edict_t *pEntity, const char *playername ) OVERRIDE; + virtual void ClientCommand( edict_t *pEntity, const CCommand &args ) OVERRIDE; + virtual void ClientSettingsChanged( edict_t *pEntity ) OVERRIDE; + virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) OVERRIDE; virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds, - int dropped_packets, bool ignore, bool paused ); + int dropped_packets, bool ignore, bool paused ) OVERRIDE; // Player is running a command - virtual void PostClientMessagesSent_DEPRECIATED( void ); - virtual void SetCommandClient( int index ); - virtual CPlayerState *GetPlayerState( edict_t *player ); - virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ); + virtual void PostClientMessagesSent_DEPRECIATED( void ) OVERRIDE; + virtual void SetCommandClient( int index ) OVERRIDE; + virtual CPlayerState *GetPlayerState( edict_t *player ) OVERRIDE; + virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) OVERRIDE; - virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const; + virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const OVERRIDE; // returns number of delay ticks if player is in Replay mode (0 = no delay) - virtual int GetReplayDelay( edict_t *player, int& entity ); + virtual int GetReplayDelay( edict_t *player, int& entity ) OVERRIDE; // Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair) // can be added here - virtual void GetBugReportInfo( char *buf, int buflen ); - virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ); + virtual void GetBugReportInfo( char *buf, int buflen ) OVERRIDE; + virtual void NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) OVERRIDE; // The client has submitted a keyvalues command - virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ); + virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) OVERRIDE; // Notify that the player is spawned - virtual void ClientSpawned( edict_t *pPlayer ); + virtual void ClientSpawned( edict_t *pPlayer ) OVERRIDE; }; @@ -64,73 +64,73 @@ class CServerGameDLL : public IServerGameDLL { public: virtual bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, - CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals); - virtual void DLLShutdown( void ); + CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals) OVERRIDE; + virtual void DLLShutdown( void ) OVERRIDE; // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!) - virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ); - virtual float GetTickInterval( void ) const; - virtual bool GameInit( void ); - virtual void GameShutdown( void ); - virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ); - virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ); - virtual void LevelShutdown( void ); - virtual void GameFrame( bool simulating ); // could be called multiple times before sending data to clients - virtual void PreClientUpdate( bool simulating ); // called after all GameFrame() calls, before sending data to clients - - virtual ServerClass* GetAllServerClasses( void ); - virtual const char *GetGameDescription( void ); - virtual void CreateNetworkStringTables( void ); + virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ) OVERRIDE; + virtual float GetTickInterval( void ) const OVERRIDE; + virtual bool GameInit( void ) OVERRIDE; + virtual void GameShutdown( void ) OVERRIDE; + virtual bool LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background ) OVERRIDE; + virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) OVERRIDE; + virtual void LevelShutdown( void ) OVERRIDE; + virtual void GameFrame( bool simulating ) OVERRIDE; // could be called multiple times before sending data to clients + virtual void PreClientUpdate( bool simulating ) OVERRIDE; // called after all GameFrame() calls, before sending data to clients + + virtual ServerClass* GetAllServerClasses( void ) OVERRIDE; + virtual const char *GetGameDescription( void ) OVERRIDE; + virtual void CreateNetworkStringTables( void ) OVERRIDE; // Save/restore system hooks - virtual CSaveRestoreData *SaveInit( int size ); - virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ); - virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ); - virtual void SaveGlobalState( CSaveRestoreData * ); - virtual void RestoreGlobalState( CSaveRestoreData * ); - virtual int CreateEntityTransitionList( CSaveRestoreData *, int ); - virtual void BuildAdjacentMapList( void ); - - virtual void PreSave( CSaveRestoreData * ); - virtual void Save( CSaveRestoreData * ); - virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ); + virtual CSaveRestoreData *SaveInit( int size ) OVERRIDE; + virtual void SaveWriteFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ) OVERRIDE; + virtual void SaveReadFields( CSaveRestoreData *, char const* , void *, datamap_t *, typedescription_t *, int ) OVERRIDE; + virtual void SaveGlobalState( CSaveRestoreData * ) OVERRIDE; + virtual void RestoreGlobalState( CSaveRestoreData * ) OVERRIDE; + virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) OVERRIDE; + virtual void BuildAdjacentMapList( void ) OVERRIDE; + + virtual void PreSave( CSaveRestoreData * ) OVERRIDE; + virtual void Save( CSaveRestoreData * ) OVERRIDE; + virtual void GetSaveComment( char *comment, int maxlength, float flMinutes, float flSeconds, bool bNoTime = false ) OVERRIDE; #ifdef _XBOX - virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ); + virtual void GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize ) OVERRIDE; #endif - virtual void WriteSaveHeaders( CSaveRestoreData * ); + virtual void WriteSaveHeaders( CSaveRestoreData * ) OVERRIDE; - virtual void ReadRestoreHeaders( CSaveRestoreData * ); - virtual void Restore( CSaveRestoreData *, bool ); - virtual bool IsRestoring(); + virtual void ReadRestoreHeaders( CSaveRestoreData * ) OVERRIDE; + virtual void Restore( CSaveRestoreData *, bool ) OVERRIDE; + virtual bool IsRestoring() OVERRIDE; // Retrieve info needed for parsing the specified user message - virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ); + virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) OVERRIDE; - virtual CStandardSendProxies* GetStandardSendProxies(); + virtual CStandardSendProxies* GetStandardSendProxies() OVERRIDE; - virtual void PostInit(); - virtual void Think( bool finalTick ); + virtual void PostInit() OVERRIDE; + virtual void Think( bool finalTick ) OVERRIDE; - virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ); + virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) OVERRIDE; - virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame ); + virtual void PreSaveGameLoaded( char const *pSaveName, bool bInGame ) OVERRIDE; // Returns true if the game DLL wants the server not to be made public. // Used by commentary system to hide multiplayer commentary servers from the master. - virtual bool ShouldHideServer( void ); + virtual bool ShouldHideServer( void ) OVERRIDE; - virtual void InvalidateMdlCache(); + virtual void InvalidateMdlCache() OVERRIDE; - virtual void SetServerHibernation( bool bHibernating ); + virtual void SetServerHibernation( bool bHibernating ) OVERRIDE; float m_fAutoSaveDangerousTime; float m_fAutoSaveDangerousMinHealthToCommit; bool m_bIsHibernating; // Called after the steam API has been activated post-level startup - virtual void GameServerSteamAPIActivated( void ); + virtual void GameServerSteamAPIActivated( void ) OVERRIDE; // Called after the steam API has been shutdown post-level startup - virtual void GameServerSteamAPIShutdown( void ); + virtual void GameServerSteamAPIShutdown( void ) OVERRIDE; // interface to the new GC based lobby system virtual IServerGCLobby *GetServerGCLobby() OVERRIDE; @@ -138,6 +138,9 @@ public: virtual const char *GetServerBrowserMapOverride() OVERRIDE; virtual const char *GetServerBrowserGameData() OVERRIDE; + // Called to add output to the status command + virtual void Status( void (*print) (const char *fmt, ...) ); + private: // This can just be a wrapper on MapEntity_ParseAllEntities, but CS does some tricks in here |