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Xash3DArchive/server/global/client.h

115 lines
3.4 KiB
C

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef CLIENT_H
#define CLIENT_H
extern void PhysicsPreFrame( void );
extern void PhysicsFrame( void );
extern void PhysicsPostFrame( void );
extern void respawn( entvars_t* pev, BOOL fCopyCorpse );
extern BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128] );
extern void ClientDisconnect( edict_t *pEntity );
extern void ClientKill( edict_t *pEntity );
extern void ClientPutInServer( edict_t *pEntity );
extern void ClientCommand( edict_t *pEntity );
extern void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer );
extern void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax );
extern void ServerDeactivate( void );
extern void StartFrame( void );
extern void RegisterEncoders( void );
extern void PlayerPostThink( edict_t *pEntity );
extern void PlayerPreThink( edict_t *pEntity );
extern void BuildLevelList( void );
extern void InitBodyQue(void);
extern void InitWorld( void );
extern const char *GetGameDescription( void );
extern void SpectatorConnect ( edict_t *pEntity );
extern void SpectatorDisconnect ( edict_t *pEntity );
extern void SpectatorThink ( edict_t *pEntity );
extern void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, byte **pvs, byte **pas, int portal );
extern void UpdateClientData( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd );
extern int AddToFullPack( entity_state_t *state, edict_t *pView, edict_t *pHost, edict_t *pEdict, int hostflags, byte *pSet );
extern void CreateBaseline( entity_state_t *baseline, edict_t *entity, int playermodelindex );
extern int GetWeaponData( edict_t *player, struct weapon_data_s *info );
extern void CmdStart( const edict_t *player, const usercmd_t *cmd, unsigned int random_seed );
extern void CmdEnd ( const edict_t *player );
extern int g_serveractive;
// messages affect only player
typedef struct user_messages_s
{
int Shake;
int Fade;
int SelAmmo;
int Intermission;
int Flashlight;
int FlashBattery;
int ResetHUD;
int InitHUD;
int HUDColor;
int CurWeapon;
int Health;
int Damage;
int Battery;
int Train;
int WeaponList;
int AmmoX;
int DeathMsg;
int ScoreInfo;
int TeamInfo;
int TeamScore;
int GameMode;
int MOTD;
int ServerName;
int AmmoPickup;
int WeapPickup;
int ItemPickup;
int HideWeapon;
int WeaponAnim;
int RoomType;
int SayText;
int ShowMenu;
int GeigerRange;
int TeamNames;
int TextMsg;
int StatusText;
int StatusValue;
int SetBody;
int SetSkin;
int ZoomHUD;
int WarHUD;
// entity messages
int TempEntity; // completely moved from engine to user dlls
int SetFog;
int StatusIcon;
int SetSky;
int Particle;
int Fsound;
int CamData;
int RainData;
int HudText;
int ShowGameTitle;
} user_messages_t;
extern user_messages_t gmsg;
extern BOOL MSGSended;
#endif // CLIENT_H