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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Defines entity interface between engine and DLLs.
+// This header file included by engine files and DLL files.
+//
+// Before including this header, DLLs must:
+// include edict.h
+// This is conveniently done for them in extdll.h
+//
+// $NoKeywords: $
+//
+//=============================================================================
+
+#ifndef EIFACEV21_H
+#define EIFACEV21_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "convar.h"
+#include "icvar.h"
+#include "edict.h"
+#include "iserverentity.h"
+#include "engine/ivmodelinfo.h"
+#include "soundflags.h"
+#include "bitvec.h"
+
+//-----------------------------------------------------------------------------
+// forward declarations
+//-----------------------------------------------------------------------------
+class SendTable;
+class ServerClass;
+class IMoveHelper;
+struct Ray_t;
+class CGameTrace;
+typedef CGameTrace trace_t;
+struct typedescription_t;
+class CSaveRestoreData;
+struct datamap_t;
+class SendTable;
+class ServerClass;
+class IMoveHelper;
+struct Ray_t;
+struct studiohdr_t;
+class CBaseEntity;
+class CRestore;
+class CSave;
+class variant_t;
+struct vcollide_t;
+class bf_read;
+class bf_write;
+class IRecipientFilter;
+class CBaseEntity;
+class ITraceFilter;
+struct client_textmessage_t;
+class INetChannelInfo;
+class ISpatialPartition;
+class IScratchPad3D;
+class CStandardSendProxiesV1;
+
+
+// Terrain Modification Types
+enum TerrainModType
+{
+ TMod_Sphere = 0, // sphere that pushes all vertices out along their normal.
+ TMod_Suck,
+ TMod_AABB
+};
+
+class CTerrainModParams
+{
+public:
+
+ // Flags for m_Flags.
+ enum
+ {
+ TMOD_SUCKTONORMAL = ( 1 << 0 ), // For TMod_Suck, suck into m_Normal rather than on +Z.
+ TMOD_STAYABOVEORIGINAL = ( 1 << 1 ) // For TMod_Suck, don't go below the original vert on Z.
+ };
+
+ CTerrainModParams() { m_Flags = 0; } // people always forget to init this
+
+ Vector m_vCenter;
+ Vector m_vNormal; // If TMod_Suck and TMOD_SUCKTONORMAL is set.
+ int m_Flags; // Combination of TMOD_ flags.
+ float m_flRadius;
+ Vector m_vecMin; // Bounding box.
+ Vector m_vecMax;
+ float m_flStrength; // for TMod_Suck
+ float m_flMorphTime; // time over which the morph takes place
+};
+
+class CSpeculativeTerrainModVert
+{
+public:
+ Vector m_vOriginal; // vertex position before any mods
+ Vector m_vCurrent; // current vertex position
+ Vector m_vNew; // vertex position if the mod were applied
+};
+
+//-----------------------------------------------------------------------------
+// Terrain modification interface
+//-----------------------------------------------------------------------------
+class ITerrainMod
+{
+public:
+
+ //---------------------------------------------------------------------
+ // Initialize the terrain modifier.
+ //---------------------------------------------------------------------
+ virtual void Init( const CTerrainModParams &params ) = 0;
+
+ //---------------------------------------------------------------------
+ // Apply the terrain modifier to the surface. The vertex should be
+ // moved from its original position to the target position.
+ // Return true if the position is modified.
+ //---------------------------------------------------------------------
+ virtual bool ApplyMod( Vector &vecTargetPos, Vector const &vecOriginalPos ) = 0;
+
+ //---------------------------------------------------------------------
+ // Apply the terrain modifier to the surface. The vertex should from
+ // its original position toward the target position bassed on the
+ // morph time.
+ // Return true if the posistion is modified.
+ //---------------------------------------------------------------------
+ virtual bool ApplyModAtMorphTime( Vector &vecTargetPos, const Vector&vecOriginalPos,
+ float flCurrentTime, float flMorphTime ) = 0;
+
+ //---------------------------------------------------------------------
+ // Get the bounding box for things that this mod can affect (note that
+ // it CAN move things outside of this bounding box).
+ //---------------------------------------------------------------------
+ virtual void GetBBox( Vector &vecBBMin, Vector &vecBBMax ) = 0;
+};
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Interface the engine exposes to the game DLL
+//-----------------------------------------------------------------------------
+#define VENGINESERVER_INTERFACEVERSION_21 "VEngineServer021"
+
+namespace VEngineServerV21
+{
+
+abstract_class IVEngineServer
+{
+public:
+ // Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" )
+ virtual void ChangeLevel( const char *s1, const char *s2 ) = 0;
+
+ // Ask engine whether the specified map is a valid map file (exists and has valid version number).
+ virtual int IsMapValid( const char *filename ) = 0;
+
+ // Is this a dedicated server?
+ virtual bool IsDedicatedServer( void ) = 0;
+
+ // Is in Hammer editing mode?
+ virtual int IsInEditMode( void ) = 0;
+
+ // Add to the server/client lookup/precache table, the specified string is given a unique index
+ // NOTE: The indices for PrecacheModel are 1 based
+ // a 0 returned from those methods indicates the model or sound was not correctly precached
+ // However, generic and decal are 0 based
+ // If preload is specified, the file is loaded into the server/client's cache memory before level startup, otherwise
+ // it'll only load when actually used (which can cause a disk i/o hitch if it occurs during play of a level).
+ virtual int PrecacheModel( const char *s, bool preload = false ) = 0;
+ virtual int PrecacheSentenceFile( const char *s, bool preload = false ) = 0;
+ virtual int PrecacheDecal( const char *name, bool preload = false ) = 0;
+ virtual int PrecacheGeneric( const char *s, bool preload = false ) = 0;
+
+ // Check's if the name is precached, but doesn't actually precache the name if not...
+ virtual bool IsModelPrecached( char const *s ) const = 0;
+ virtual bool IsDecalPrecached( char const *s ) const = 0;
+ virtual bool IsGenericPrecached( char const *s ) const = 0;
+
+ // Note that sounds are precached using the IEngineSound interface
+
+ // Special purpose PVS checking
+ // Get the cluster # for the specified position
+ virtual int GetClusterForOrigin( const Vector &org ) = 0;
+ // Get the PVS bits for a specified cluster and copy the bits into outputpvs. Returns the number of bytes needed to pack the PVS
+ virtual int GetPVSForCluster( int cluster, int outputpvslength, unsigned char *outputpvs ) = 0;
+ // Check whether the specified origin is inside the specified PVS
+ virtual bool CheckOriginInPVS( const Vector &org, const unsigned char *checkpvs, int checkpvssize ) = 0;
+ // Check whether the specified worldspace bounding box is inside the specified PVS
+ virtual bool CheckBoxInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0;
+
+ // Returns the server assigned userid for this player. Useful for logging frags, etc.
+ // returns -1 if the edict couldn't be found in the list of players.
+ virtual int GetPlayerUserId( const edict_t *e ) = 0;
+ virtual const char *GetPlayerNetworkIDString( const edict_t *e ) = 0;
+
+ // Return the current number of used edict slots
+ virtual int GetEntityCount( void ) = 0;
+ // Given an edict, returns the entity index
+ virtual int IndexOfEdict( const edict_t *pEdict ) = 0;
+ // Given and entity index, returns the corresponding edict pointer
+ virtual edict_t *PEntityOfEntIndex( int iEntIndex ) = 0;
+
+ // Get stats info interface for a client netchannel
+ virtual INetChannelInfo* GetPlayerNetInfo( int playerIndex ) = 0;
+
+ // Allocate space for string and return index/offset of string in global string list
+ // If iForceEdictIndex is not -1, then it will return the edict with that index. If that edict index
+ // is already used, it'll return null.
+ virtual edict_t *CreateEdict( int iForceEdictIndex = -1 ) = 0;
+ // Remove the specified edict and place back into the free edict list
+ virtual void RemoveEdict( edict_t *e ) = 0;
+
+ // Memory allocation for entity class data
+ virtual void *PvAllocEntPrivateData( long cb ) = 0;
+ virtual void FreeEntPrivateData( void *pEntity ) = 0;
+
+ // Save/restore uses a special memory allocator (which zeroes newly allocated memory, etc.)
+ virtual void *SaveAllocMemory( size_t num, size_t size ) = 0;
+ virtual void SaveFreeMemory( void *pSaveMem ) = 0;
+
+ // Emit an ambient sound associated with the specified entity
+ virtual void EmitAmbientSound( int entindex, const Vector &pos, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f ) = 0;
+
+ // Fade out the client's volume level toward silence (or fadePercent)
+ virtual void FadeClientVolume( const edict_t *pEdict, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ) = 0;
+
+ // Sentences / sentence groups
+ virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0;
+ virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0;
+ virtual int SentenceIndexFromName( const char *pSentenceName ) = 0;
+ virtual const char *SentenceNameFromIndex( int sentenceIndex ) = 0;
+ virtual int SentenceGroupIndexFromName( const char *pGroupName ) = 0;
+ virtual const char *SentenceGroupNameFromIndex( int groupIndex ) = 0;
+ virtual float SentenceLength( int sentenceIndex ) = 0;
+
+ // Issue a command to the command parser as if it was typed at the server console.
+ virtual void ServerCommand( const char *str ) = 0;
+ // Execute any commands currently in the command parser immediately (instead of once per frame)
+ virtual void ServerExecute( void ) = 0;
+ // Issue the specified command to the specified client (mimics that client typing the command at the console).
+ virtual void ClientCommand( edict_t *pEdict, PRINTF_FORMAT_STRING const char *szFmt, ... ) = 0;
+
+ // Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not
+ // change place in memory (use MAKE_STRING) for anything that's not compiled into your mod.
+ virtual void LightStyle( int style, const char *val ) = 0;
+
+ // Project a static decal onto the specified entity / model (for level placed decals in the .bsp)
+ virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, int entityIndex, int modelIndex, bool lowpriority ) = 0;
+
+ // Given the current PVS(or PAS) and origin, determine which players should hear/receive the message
+ virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ) = 0;
+
+ // Begin a message from a server side entity to its client side counterpart (func_breakable glass, e.g.)
+ virtual bf_write *EntityMessageBegin( int ent_index, ServerClass * ent_class, bool reliable ) = 0;
+ // Begin a usermessage from the server to the client .dll
+ virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0;
+ // Finish the Entity or UserMessage and dispatch to network layer
+ virtual void MessageEnd( void ) = 0;
+
+ // Print szMsg to the client console.
+ virtual void ClientPrintf( edict_t *pEdict, const char *szMsg ) = 0;
+
+ // SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this)
+ // Prints the formatted string to the notification area of the screen ( down the right hand edge
+ // numbered lines starting at position 0
+ virtual void Con_NPrintf( int pos, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
+ // SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
+ // Similar to Con_NPrintf, but allows specifying custom text color and duration information
+ virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
+
+ // For ConCommand parsing or parsing client commands issued by players typing at their console
+ // Retrieves the raw command string (untokenized)
+ virtual const char *Cmd_Args( void ) = 0;
+ // Returns the number of tokens in the command string
+ virtual int Cmd_Argc( void ) = 0;
+ // Retrieves a specified token
+ virtual char *Cmd_Argv( int argc ) = 0;
+
+ // Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view)
+ virtual void SetView( const edict_t *pClient, const edict_t *pViewent ) = 0;
+
+ // Get a high precision timer for doing profiling work
+ virtual float Time( void ) = 0;
+
+ // Set the player's crosshair angle
+ virtual void CrosshairAngle( const edict_t *pClient, float pitch, float yaw ) = 0;
+
+ // Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
+ virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0;
+
+ // Used by AI node graph code to determine if .bsp and .ain files are out of date
+ virtual int CompareFileTime( const char *filename1, const char *filename2, int *iCompare ) = 0;
+
+ // Locks/unlocks the network string tables (.e.g, when adding bots to server, this needs to happen).
+ // Be sure to reset the lock after executing your code!!!
+ virtual bool LockNetworkStringTables( bool lock ) = 0;
+
+ // Create a bot with the given name. Returns NULL if fake client can't be created
+ virtual edict_t *CreateFakeClient( const char *netname ) = 0;
+
+ // Get a convar keyvalue for s specified client
+ virtual const char *GetClientConVarValue( int clientIndex, const char *name ) = 0;
+
+ // Parse a token from a file
+ virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0;
+ // Copies a file
+ virtual bool CopyFile( const char *source, const char *destination ) = 0;
+
+ // Reset the pvs, pvssize is the size in bytes of the buffer pointed to by pvs.
+ // This should be called right before any calls to AddOriginToPVS
+ virtual void ResetPVS( byte *pvs, int pvssize ) = 0;
+ // Merge the pvs bits into the current accumulated pvs based on the specified origin ( not that each pvs origin has an 8 world unit fudge factor )
+ virtual void AddOriginToPVS( const Vector &origin ) = 0;
+ // Mark a specified area portal as open/closes
+ virtual void SetAreaPortalState( int portalNumber, int isOpen ) = 0;
+ // Queue a temp entity for transmission
+ virtual void PlaybackTempEntity( IRecipientFilter& filter, float delay, const void *pSender, const SendTable *pST, int classID ) = 0;
+ // Given a node number and the specified PVS, return with the node is in the PVS
+ virtual int CheckHeadnodeVisible( int nodenum, const byte *pvs, int vissize ) = 0;
+ // Using area bits, cheeck whether area1 flows into area2 and vice versa (depends on area portal state)
+ virtual int CheckAreasConnected( int area1, int area2 ) = 0;
+ // Given an origin, determine which area index the origin is within
+ virtual int GetArea( const Vector &origin ) = 0;
+ // Get area portal bit set
+ virtual void GetAreaBits( int area, unsigned char *bits, int buflen ) = 0;
+ // Given a view origin (which tells us the area to start looking in) and a portal key,
+ // fill in the plane that leads out of this area (it points into whatever area it leads to).
+ virtual bool GetAreaPortalPlane( Vector const &vViewOrigin, int portalKey, VPlane *pPlane ) = 0;
+
+ // Apply a modification to the terrain.
+ virtual void ApplyTerrainMod( TerrainModType type, CTerrainModParams const &params ) = 0;
+
+ // Save/restore wrapper - FIXME: At some point we should move this to it's own interface
+ virtual bool LoadGameState( char const *pMapName, bool createPlayers ) = 0;
+ virtual void LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) = 0;
+ virtual void ClearSaveDir() = 0;
+
+ // Get the pristine map entity lump string. (e.g., used by CS to reload the map entities when restarting a round.)
+ virtual const char* GetMapEntitiesString() = 0;
+
+ // Text message system -- lookup the text message of the specified name
+ virtual client_textmessage_t *TextMessageGet( const char *pName ) = 0;
+
+ // Print a message to the server log file
+ virtual void LogPrint( const char *msg ) = 0;
+
+ // Builds PVS information for an entity
+ virtual void BuildEntityClusterList( edict_t *pEdict, PVSInfo_t *pPVSInfo ) = 0;
+
+ // A solid entity moved, update spatial partition
+ virtual void SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin ) = 0;
+ // A trigger entity moved, update spatial partition
+ virtual void TriggerMoved( edict_t *pTriggerEnt ) = 0;
+
+ // Create/destroy a custom spatial partition
+ virtual ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ) = 0;
+ virtual void DestroySpatialPartition( ISpatialPartition * ) = 0;
+
+ // Draw the brush geometry in the map into the scratch pad.
+ // Flags is currently unused.
+ virtual void DrawMapToScratchPad( IScratchPad3D *pPad, unsigned long iFlags ) = 0;
+
+ // This returns which entities, to the best of the server's knowledge, the client currently knows about.
+ // This is really which entities were in the snapshot that this client last acked.
+ // This returns a bit vector with one bit for each entity.
+ //
+ // USE WITH CARE. Whatever tick the client is really currently on is subject to timing and
+ // ordering differences, so you should account for about a quarter-second discrepancy in here.
+ // Also, this will return NULL if the client doesn't exist or if this client hasn't acked any frames yet.
+ //
+ // iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1.
+ virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( int iClientIndex ) = 0;
+
+ // Is the game paused?
+ virtual bool IsPaused() = 0;
+
+ // Marks the filename for consistency checking. This should be called after precaching the file.
+ virtual void ForceExactFile( const char *s ) = 0;
+ virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0;
+ virtual void ClearSaveDirAfterClientLoad() = 0;
+
+ // Sets a USERINFO client ConVar for a fakeclient
+ virtual void SetFakeClientConVarValue( edict_t *pEntity, const char *cvar, const char *value ) = 0;
+
+ virtual void InsertServerCommand( const char *str ) = 0;
+
+ // Marks the material (vmt file) for consistency checking. If the client and server have different
+ // contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only
+ // contain $baseTexture and $bumpmap vars.
+ virtual void ForceSimpleMaterial( const char *s ) = 0;
+
+
+ // Is the engine in Commentary mode?
+ virtual int IsInCommentaryMode( void ) = 0;
+};
+
+} // end namespace
+
+
+//-----------------------------------------------------------------------------
+// Purpose: These are the interfaces that the game .dll exposes to the engine
+//-----------------------------------------------------------------------------
+#define SERVERGAMEDLL_INTERFACEVERSION_3 "ServerGameDLL003"
+
+namespace ServerGameDLLV3
+{
+
+abstract_class IServerGameDLL
+{
+public:
+ // Initialize the game (one-time call when the DLL is first loaded )
+ // Return false if there is an error during startup.
+ virtual bool DLLInit( CreateInterfaceFn engineFactory,
+ CreateInterfaceFn physicsFactory,
+ CreateInterfaceFn fileSystemFactory,
+ CGlobalVars *pGlobals) = 0;
+
+ // This is called when a new game is started. (restart, map)
+ virtual bool GameInit( void ) = 0;
+
+ // Called any time a new level is started (after GameInit() also on level transitions within a game)
+ virtual bool LevelInit( char const *pMapName,
+ char const *pMapEntities, char const *pOldLevel,
+ char const *pLandmarkName, bool loadGame, bool background ) = 0;
+
+ // The server is about to activate
+ virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0;
+
+ // The server should run physics/think on all edicts
+ virtual void GameFrame( bool simulating ) = 0;
+
+ // Called once per simulation frame on the final tick
+ virtual void PreClientUpdate( bool simulating ) = 0;
+
+ // Called when a level is shutdown (including changing levels)
+ virtual void LevelShutdown( void ) = 0;
+ // This is called when a game ends (server disconnect, death, restart, load)
+ // NOT on level transitions within a game
+ virtual void GameShutdown( void ) = 0;
+
+ // Called once during DLL shutdown
+ virtual void DLLShutdown( void ) = 0;
+
+ // Get the simulation interval (must be compiled with identical values into both client and game .dll for MOD!!!)
+ // Right now this is only requested at server startup time so it can't be changed on the fly, etc.
+ virtual float GetTickInterval( void ) const = 0;
+
+ // Give the list of datatable classes to the engine. The engine matches class names from here with
+ // edict_t::classname to figure out how to encode a class's data for networking
+ virtual ServerClass* GetAllServerClasses( void ) = 0;
+
+ // Returns string describing current .dll. e.g., TeamFortress 2, Half-Life 2.
+ // Hey, it's more descriptive than just the name of the game directory
+ virtual const char *GetGameDescription( void ) = 0;
+
+ // Let the game .dll allocate it's own network/shared string tables
+ virtual void CreateNetworkStringTables( void ) = 0;
+
+ // Save/restore system hooks
+ virtual CSaveRestoreData *SaveInit( int size ) = 0;
+ virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
+ virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
+ virtual void SaveGlobalState( CSaveRestoreData * ) = 0;
+ virtual void RestoreGlobalState( CSaveRestoreData * ) = 0;
+ virtual void PreSave( CSaveRestoreData * ) = 0;
+ virtual void Save( CSaveRestoreData * ) = 0;
+ virtual void GetSaveComment( char *comment, int maxlength ) = 0;
+ virtual void WriteSaveHeaders( CSaveRestoreData * ) = 0;
+ virtual void ReadRestoreHeaders( CSaveRestoreData * ) = 0;
+ virtual void Restore( CSaveRestoreData *, bool ) = 0;
+ virtual bool IsRestoring() = 0;
+
+ // Returns the number of entities moved across the transition
+ virtual int CreateEntityTransitionList( CSaveRestoreData *, int ) = 0;
+ // Build the list of maps adjacent to the current map
+ virtual void BuildAdjacentMapList( void ) = 0;
+
+ // Retrieve info needed for parsing the specified user message
+ virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) = 0;
+
+ // Hand over the StandardSendProxies in the game DLL's module.
+ virtual CStandardSendProxiesV1* GetStandardSendProxies() = 0;
+};
+
+} // end namespace
+
+
+//-----------------------------------------------------------------------------
+// Just an interface version name for the random number interface
+// See vstdlib/random.h for the interface definition
+// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION in cdll_int.h
+//-----------------------------------------------------------------------------
+#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION_1 "VEngineRandom001"
+
+//-----------------------------------------------------------------------------
+// Purpose: Interface to get at server entities
+//-----------------------------------------------------------------------------
+#define SERVERGAMEENTS_INTERFACEVERSION_1 "ServerGameEnts001"
+
+namespace ServerGameEntsV1
+{
+
+abstract_class IServerGameEnts
+{
+public:
+ virtual ~IServerGameEnts() {}
+
+ // Only for debugging. Set the edict base so you can get an edict's index in the debugger while debugging the game .dll
+ virtual void SetDebugEdictBase(edict_t *base) = 0;
+
+ // The engine wants to mark two entities as touching
+ virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 ) = 0;
+
+ // Frees the entity attached to this edict
+ virtual void FreeContainingEntity( edict_t * ) = 0;
+
+ // This allows the engine to get at edicts in a CGameTrace.
+ virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt ) = 0;
+ virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict ) = 0;
+
+ // This sets a bit in pInfo for each edict in the list that wants to be transmitted to the
+ // client specified in pInfo.
+ //
+ // This is also where an entity can force other entities to be transmitted if it refers to them
+ // with ehandles.
+ virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts ) = 0;
+};
+
+} // end namespace ServerGameEntsV1
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Player / Client related functions
+//-----------------------------------------------------------------------------
+#define SERVERGAMECLIENTS_INTERFACEVERSION_3 "ServerGameClients003"
+
+namespace ServerGameClientsV3
+{
+
+abstract_class IServerGameClients
+{
+public:
+ // Get server maxplayers and lower bound for same
+ virtual void GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const = 0;
+
+ // Client is connecting to server ( return false to reject the connection )
+ // You can specify a rejection message by writing it into reject
+ virtual bool ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;
+
+ // Client is going active
+ // If bLoadGame is true, don't spawn the player because its state is already setup.
+ virtual void ClientActive( edict_t *pEntity, bool bLoadGame ) = 0;
+
+ // Client is disconnecting from server
+ virtual void ClientDisconnect( edict_t *pEntity ) = 0;
+
+ // Client is connected and should be put in the game
+ virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0;
+
+ // The client has typed a command at the console
+ virtual void ClientCommand( edict_t *pEntity ) = 0;
+
+ // Sets the client index for the client who typed the command into his/her console
+ virtual void SetCommandClient( int index ) = 0;
+
+ // A player changed one/several replicated cvars (name etc)
+ virtual void ClientSettingsChanged( edict_t *pEdict ) = 0;
+
+ // Determine PVS origin and set PVS for the player/viewentity
+ virtual void ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize ) = 0;
+
+ // A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
+ virtual float ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
+ int dropped_packets, bool ignore, bool paused ) = 0;
+
+ // Let the game .dll do stuff after messages have been sent to all of the clients once the server frame is complete
+ virtual void PostClientMessagesSent_DEPRECIATED( void ) = 0;
+
+ // For players, looks up the CPlayerState structure corresponding to the player
+ virtual CPlayerState *GetPlayerState( edict_t *player ) = 0;
+
+ // Get the ear position for a specified client
+ virtual void ClientEarPosition( edict_t *pEntity, Vector *pEarOrigin ) = 0;
+
+ // returns number of delay ticks if player is in Replay mode (0 = no delay)
+ virtual int GetReplayDelay( edict_t *player ) = 0;
+
+ // 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 ) = 0;
+};
+
+} // end namespace ServerGameClientsV3
+
+
+#define UPLOADGAMESTATS_INTERFACEVERSION_1 "ServerUploadGameStats001"
+
+namespace UploadGameStatsV1
+{
+
+abstract_class IUploadGameStats
+{
+public:
+ // Note that this call will block the server until the upload is completed, so use only at levelshutdown if at all.
+ virtual bool UploadGameStats(
+ char const *mapname, // Game map name
+ unsigned int blobversion, // Version of the binary blob data
+ unsigned int blobsize, // Size in bytes of blob data
+ const void *pvBlobData ) = 0; // Pointer to the blob data.
+};
+
+} // end namespace UploadGameStatsV1
+
+
+#endif // EIFACEV21_H