/* * 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 #include "con_.h" #include "engineapi.h" #include "gamedata.h" #include "gametype.h" #include "intdefs.h" #include "vcall.h" DECL_VFUNC_DYN(void *, PEntityOfEntIndex, int) void *ent_get(int idx) { // TODO(compat): Based on previous attempts at this, for L4D2, we need // factory_server("PlayerInfoManager002")->GetGlobalVars()->edicts // (offset 22 or so). Then get edicts from that. For now, we only need this // for Portal FOV stuff, so just doing this eiface stuff. struct edict *e = VCALL(engserver, PEntityOfEntIndex, idx); if (!e) return 0; return e->ent_unknown; } bool ent_init(void) { if (!has_vtidx_PEntityOfEntIndex) { con_warn("ent: missing gamedata entries for this engine\n"); return false; } // for PEntityOfEntIndex we don't really have to do any more init, we can // just call the function later. return true; } // vi: sw=4 ts=4 noet tw=80 cc=80