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authorMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
committerMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
commit55ed12f8d1eb6887d348be03aee5573d44177ffb (patch)
tree3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/game/server/gameinterface.h
parent* Added support for Visual C++ 2013 Express to VPC (diff)
downloadsource-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.h123
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