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https://github.com/FWGS/hlsdk-xash3d
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server: export physic interface init function to properly detect Xash3D engine (#440)
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@ -22,6 +22,8 @@
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#include "gamerules.h"
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#include "game.h"
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bool g_fIsXash3D = false;
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void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd );
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extern "C" void PM_Move ( struct playermove_s *ppmove, int server );
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@ -125,6 +127,11 @@ int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion )
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return TRUE;
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}
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int Server_GetPhysicsInterface( int version, server_physics_api_t *api, physics_interface_t *interface )
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{
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g_fIsXash3D = true;
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return FALSE; // do not tell engine to init physics interface, as we're not using it
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}
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#if !XASH_WIN32
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}
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#endif
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@ -58,6 +58,11 @@ CBaseEntity
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extern "C" EXPORT int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion );
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extern "C" EXPORT int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion );
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// TODO: replace this by actual definitions from physint.h
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typedef void *server_physics_api_t;
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typedef void *physics_interface_t;
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extern "C" EXPORT int Server_GetPhysicsInterface( int version, server_physics_api_t *api, physics_interface_t *interface );
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extern bool g_fIsXash3D;
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extern int DispatchSpawn( edict_t *pent );
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extern void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd );
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@ -27,8 +27,6 @@
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#define BOLT_AIR_VELOCITY 2000
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#define BOLT_WATER_VELOCITY 1000
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extern BOOL g_fIsXash3D;
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// UNDONE: Save/restore this? Don't forget to set classname and LINK_ENTITY_TO_CLASS()
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//
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// OVERLOADS SOME ENTVARS:
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@ -17,8 +17,6 @@
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#include "util.h"
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#include "game.h"
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BOOL g_fIsXash3D;
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cvar_t displaysoundlist = {"displaysoundlist","0"};
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// multiplayer server rules
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@ -464,10 +462,6 @@ cvar_t sv_busters = { "sv_busters", "0" };
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// This gets called one time when the game is initialied
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void GameDLLInit( void )
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{
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// Register cvars here:
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if( !CVAR_GET_POINTER( "sv_language" ) )
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g_fIsXash3D = TRUE;
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g_psv_gravity = CVAR_GET_POINTER( "sv_gravity" );
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g_psv_aim = CVAR_GET_POINTER( "sv_aim" );
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g_footsteps = CVAR_GET_POINTER( "mp_footsteps" );
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