/* * Copyright © 2022 Michael Smith * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */ #include // used in generated code #include // " #include "engineapi.h" #include "gamedata.h" #include "gametype.h" #include "intdefs.h" #include "mem.h" // " #include "vcall.h" u64 _gametype_tag = 0; // declared in gametype.h but seems sensible enough here ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0, factory_inputsystem = 0; struct VEngineClient *engclient; struct VEngineServer *engserver; // this seems to be very stable, thank goodness DECL_VFUNC(void *, GetGlobalVars, 1) void *globalvars; DECL_VFUNC_DYN(void *, GetAllServerClasses) DECL_VFUNC_DYN(int, GetEngineBuildNumber) #include void engineapi_init(void) { if (engclient = factory_engine("VEngineClient015", 0)) { _gametype_tag |= _gametype_tag_Client015; } else if (engclient = factory_engine("VEngineClient014", 0)) { _gametype_tag |= _gametype_tag_Client014; } else if (engclient = factory_engine("VEngineClient013", 0)) { _gametype_tag |= _gametype_tag_Client013; } else if (engclient = factory_engine("VEngineClient012", 0)) { _gametype_tag |= _gametype_tag_Client012; } if (engserver = factory_engine("VEngineServer021", 0)) { _gametype_tag |= _gametype_tag_Server021; } // else if (engserver = others as needed...) { // } void *pim = factory_server("PlayerInfoManager002", 0); if (pim) globalvars = VCALL(pim, GetGlobalVars); void *srvdll; // TODO(compat): add this back when there's gamedata for 009 (no point atm) /*if (srvdll = factory_engine("ServerGameDLL009", 0)) { _gametype_tag |= _gametype_tag_SrvDLL009; }*/ if (srvdll = factory_server("ServerGameDLL005", 0)) { _gametype_tag |= _gametype_tag_SrvDLL005; } // need to do this now; ServerClass network table iteration requires // SendProp offsets gamedata_init(); // TODO(compat): we need this terrible hack for now because TLS somehow // changed the entity vtable layout and I've yet to think of a way to make // gamedata more flexible to handle that properly. I blame JAiZ. if (engclient && has_vtidx_GetEngineBuildNumber && VCALL(engclient, GetEngineBuildNumber) >= 2200) { ++vtidx_Teleport; } if (has_vtidx_GetAllServerClasses && has_sz_SendProp && has_off_SP_varname && has_off_SP_offset) { initentprops(VCALL(srvdll, GetAllServerClasses)); } } // vi: sw=4 ts=4 noet tw=80 cc=80