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-rw-r--r--src/sst.c14
1 files changed, 5 insertions, 9 deletions
diff --git a/src/sst.c b/src/sst.c
index c959d65..af15c66 100644
--- a/src/sst.c
+++ b/src/sst.c
@@ -14,7 +14,6 @@
* PERFORMANCE OF THIS SOFTWARE.
*/
-#include <stdbool.h>
#include <string.h>
#ifdef _WIN32
@@ -429,20 +428,17 @@ DECL_VFUNC_DYN(void, ServerCommand, const char *)
DEF_CVAR(_sst_onload_echo, "EXPERIMENTAL! Don't rely on this existing!", "",
CON_HIDDEN)
-DEF_EVENT(ClientActive)
-DEF_EVENT(Tick)
+DEF_EVENT(ClientActive, struct edict */*player*/)
+DEF_EVENT(Tick, bool /*simulating*/)
// Quick and easy server tick event. Eventually, we might want a deeper hook
// for anything timing-sensitive, but this will do for our current needs.
static void VCALLCONV GameFrame(void *this, bool simulating) {
- EMIT_EVENT(Tick);
+ EMIT_Tick(simulating);
}
static void VCALLCONV ClientActive(void *this, struct edict *player) {
- // XXX: it's kind of dumb that we get handed the edict here then go look it
- // up again in fov.c but I can't be bothered refactoring any further now
- // that this finally works, do something later lol
- EMIT_EVENT(ClientActive);
+ EMIT_ClientActive(player);
// continuing dumb portal hack. didn't even seem worth adding a feature for
if (has_vtidx_ServerCommand && con_getvarstr(_sst_onload_echo)[0]) {
@@ -454,7 +450,7 @@ static void VCALLCONV ClientActive(void *this, struct edict *player) {
memcpy(s + 6, con_getvarstr(_sst_onload_echo),
_sst_onload_echo->strlen);
memcpy(s + 6 + _sst_onload_echo->strlen - 1, "\"\n", 3);
- VCALL(engserver, ServerCommand, s);
+ ServerCommand(engserver, s);
free(s);
}
}