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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.
*/
/*
* This header was named by mlugg. Please direct all filename-related
* bikeshedding to <mlugg@mlugg.co.uk>.
*/
#ifndef INC_ENGINEAPI_H
#define INC_ENGINEAPI_H
#include "intdefs.h"
#include "vcall.h"
/*
* Here, we define a bunch of random data types as well as interfaces that don't
* have abstractions elsewhere but nonetheless need to be used in a few
* different places.
*/
/* Access to game and engine factories obtained on plugin load */
typedef void *(*ifacefactory)(const char *name, int *ret);
extern ifacefactory factory_client, factory_server, factory_engine,
factory_inputsystem;
// various engine types {{{
struct VEngineClient {
void **vtable;
/* opaque fields */
};
extern struct VEngineClient *engclient;
struct VEngineServer {
void **vtable;
/* opaque fields */
};
extern struct VEngineServer *engserver;
struct CUtlMemory {
void *mem;
int alloccnt, growsz;
};
struct CUtlVector {
struct CUtlMemory m;
int sz;
void *mem_again_for_some_reason;
};
struct edict {
int stateflags;
int netserial;
void *ent_networkable;
void *ent_unknown;
};
struct vec3f { float x, y, z; };
struct CMoveData {
bool firstrun : 1, gamecodemoved : 1;
ulong playerhandle;
int impulse;
struct vec3f viewangles, absviewangles;
int buttons, oldbuttons;
float mv_forward, mv_side, mv_up;
float maxspeed, clmaxspeed;
struct vec3f vel, angles, oldangles;
float out_stepheight;
struct vec3f out_wishvel, out_jumpvel;
struct vec3f constraint_centre;
float constraint_radius, constraint_width, constraint_speedfactor;
struct vec3f origin;
};
/// }}}
/*
* Called on plugin init to attempt to initialise various core interfaces.
* Doesn't return an error result, because the plugin can still load even if
* this stuff is missing.
*
* Also performs additional gametype detection after con_init(), before
* gamedata_init().
*/
void engineapi_init(void);
#endif
// vi: sw=4 ts=4 noet tw=80 cc=80 fdm=marker
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