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/*
* Copyright © 2022 Michael Smith <mikesmiffy128@gmail.com>
*
* 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 <stdbool.h> // used in generated code
#include <string.h> // "
#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 <entpropsinit.gen.h>
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) {
struct ServerClass *svclass = VCALL(srvdll, GetAllServerClasses);
initentprops(svclass);
#if 0 // just keeping a note of this testing code for now, might delete later
for (; svclass; svclass = svclass->next) {
struct SendTable *st = svclass->table;
for (struct SendProp *p = st->props; (char *)p -
(char *)st->props < st->nprops * sz_SendProp;
p = mem_offset(p, sz_SendProp)) {
if (!strcmp(*(const char **)mem_offset(p, off_SP_varname),
"m_angEyeAngles[0]")) {
con_msg("%s\n", svclass->name);
con_msg(" %s\n", st->tablename);
con_msg(" %s = %d\n", *(const char **)mem_offset(p,
off_SP_varname), *(int *)mem_offset(p, off_SP_offset));
return;
}
}
}
#endif
}
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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