hlsdk-xash3d/cl_dll
Night Owl 41c9b072e5 Add missing #include guards. 2017-12-10 22:41:27 +05:00
..
hl min->Q_min, max->Q_max. 2017-10-15 01:05:50 +05:00
Android.mk Add new input files and goldsource support flag to client makefiles 2017-12-04 15:42:45 +03:00
CMakeLists.txt Use mouse input backend depending on the current engine 2017-12-03 23:52:35 +03:00
GameStudioModelRenderer.cpp CRLF to LF all. 2016-06-04 18:24:23 +05:00
GameStudioModelRenderer.h CRLF to LF all. 2016-06-04 18:24:23 +05:00
GameStudioModelRenderer_Sample.cpp Move GameStudioModelRenderer_Sample to cl_dll/examples directory. 2016-07-03 18:59:31 +05:00
GameStudioModelRenderer_Sample.h Move GameStudioModelRenderer_Sample to cl_dll/examples directory. 2016-07-03 18:59:31 +05:00
MOTD.cpp Use vgui2 functions for utf-8 print 2017-03-29 19:59:50 +00:00
Makefile Add new input files and goldsource support flag to client makefiles 2017-12-04 15:42:45 +03:00
StudioModelRenderer.cpp Reformat some files yet. 2016-08-01 16:13:13 +05:00
StudioModelRenderer.h Reformat some files yet. 2016-08-01 16:13:13 +05:00
ammo.cpp Fix compatibility with MSVC 6. 2017-10-15 00:12:26 +05:00
ammo.h Client format. 2016-07-03 18:39:55 +05:00
ammo_secondary.cpp Reformat some strings yet. 2016-08-02 18:36:48 +05:00
ammohistory.cpp Client format. 2016-07-03 18:39:55 +05:00
ammohistory.h Add missing #include guards. 2017-12-10 22:41:27 +05:00
battery.cpp Client format. 2016-07-03 18:39:55 +05:00
camera.h Client format. 2016-07-03 18:39:55 +05:00
cdll_int.cpp Merge https://github.com/ValveSoftware/halflife/pull/1601 2017-07-05 23:50:55 +05:00
cl_dll.dsp Add new input files and goldsource support flag to client makefiles 2017-12-04 15:42:45 +03:00
cl_dll.h Use mouse input backend depending on the current engine 2017-12-03 23:52:35 +03:00
cl_util.h Fix some warnings yet. 2017-07-20 23:32:06 +05:00
com_weapons.cpp Fix client build 2017-07-14 13:15:17 +00:00
com_weapons.h Merge branch 'master' of https://github.com/FWGS/hlsdk-xash3d into sdk-update 2017-07-20 23:37:20 +05:00
death.cpp Apply some @AlliedModders's patches. 2017-06-29 18:56:03 +05:00
demo.cpp Client format. 2016-07-03 18:39:55 +05:00
demo.h Client format. 2016-07-03 18:39:55 +05:00
entity.cpp Apply some @AlliedModders's patches. 2017-06-29 18:56:03 +05:00
ev_common.cpp Client format. 2016-07-03 18:39:55 +05:00
ev_hldm.cpp Add crowbar idle animations under CROWBAR_IDLE_ANIM macro. 2017-10-15 14:22:14 +05:00
ev_hldm.h Client format. 2016-07-03 18:39:55 +05:00
events.cpp CRLF to LF all. 2016-06-04 18:24:23 +05:00
eventscripts.h Remove duplicate macros. 2016-08-01 22:14:28 +05:00
flashlight.cpp Merge 1c71f33cb0 2017-07-19 04:06:19 +05:00
geiger.cpp Apply some @AlliedModders's patches. 2017-06-29 18:56:03 +05:00
health.cpp Remove duplicate loop. 2016-08-03 02:05:15 +05:00
health.h Add missing #include guards. 2017-12-10 22:41:27 +05:00
hud.cpp Implement cl_viewbob cvar for viewmodel bobbing. Same as in http://am.half-lifecreations.com/forums/index.php?topic=288.0 2017-07-20 12:13:04 +05:00
hud.h Use mouse input backend depending on the current engine 2017-12-03 23:52:35 +03:00
hud_iface.h Client format. 2016-07-03 18:39:55 +05:00
hud_msg.cpp Client format. 2016-07-03 18:39:55 +05:00
hud_redraw.cpp Fix build. 2017-07-02 02:36:56 +05:00
hud_servers.cpp Rework initialization. 2016-08-02 16:59:22 +05:00
hud_servers.h Client format. 2016-07-03 18:39:55 +05:00
hud_servers_priv.h Client format. 2016-07-03 18:39:55 +05:00
hud_spectator.cpp Fix some warnings yet. 2017-07-20 23:32:06 +05:00
hud_spectator.h Add missing #include guards. 2017-12-10 22:41:27 +05:00
hud_update.cpp Client format. 2016-07-03 18:39:55 +05:00
in_camera.cpp Client format. 2016-07-03 18:39:55 +05:00
in_defs.h Merge branch 'master' of https://github.com/FWGS/hlsdk-xash3d 2016-08-04 22:48:49 +05:00
input.cpp Client format. 2016-07-03 18:39:55 +05:00
input_goldsource.cpp Use mouse input backend depending on the current engine 2017-12-03 23:52:35 +03:00
input_mouse.cpp Use mouse input backend depending on the current engine 2017-12-03 23:52:35 +03:00
input_mouse.h Use mouse input backend depending on the current engine 2017-12-03 23:52:35 +03:00
input_xash3d.cpp Use mouse input backend depending on the current engine 2017-12-03 23:52:35 +03:00
kbutton.h Client format. 2016-07-03 18:39:55 +05:00
menu.cpp Merge 136de25b61 2017-07-06 00:10:06 +05:00
message.cpp Apply some @AlliedModders's patches. 2017-06-29 18:56:03 +05:00
overview.cpp Client format. 2016-07-03 18:39:55 +05:00
overview.h Client format. 2016-07-03 18:39:55 +05:00
parsemsg.cpp Client format. 2016-07-03 18:39:55 +05:00
parsemsg.h Add missing #include guards. 2017-12-10 22:41:27 +05:00
readme.txt Upload first port 2016-02-24 21:26:16 +00:00
saytext.cpp Client format. 2016-07-03 18:39:55 +05:00
scoreboard.cpp Show long nicknames in scoreboard. 2017-07-20 10:45:44 +05:00
soundsystem.cpp Client format. 2016-07-03 18:39:55 +05:00
status_icons.cpp Apply some @AlliedModders's patches. 2017-06-29 18:56:03 +05:00
statusbar.cpp Rework initialization. 2016-08-02 16:59:22 +05:00
studio_util.cpp Client format. 2016-07-03 18:39:55 +05:00
studio_util.h Client format. 2016-07-03 18:39:55 +05:00
text_message.cpp Prevent buffer overflow. 2017-07-21 00:15:13 +05:00
tf_defs.h Revert some changes from PR 2016-08-08 15:01:16 +06:00
train.cpp Client format. 2016-07-03 18:39:55 +05:00
tri.cpp Client format. 2016-07-03 18:39:55 +05:00
util.cpp Fix client visual studio build 2017-01-10 16:45:52 +07:00
util_vector.h Redefine string_t. Fix wrong variables type. 2017-12-10 20:56:46 +05:00
view.cpp Fix shadowing variables. 2017-10-09 19:51:51 +05:00
view.h Client format. 2016-07-03 18:39:55 +05:00

readme.txt

  client dll readme.txt
-------------------------

This file details the structure of the half-life client dll,  and
how it communicates with the half-life game engine.


Engine callback functions:

Drawing functions:
	HSPRITE SPR_Load( char *picname );
		Loads a sprite into memory, and returns a handle to it.

	int  SPR_Frames( HSPRITE sprite );
		Returns the number of frames stored in the specified sprite.

	int  SPR_Height( HSPRITE x, int frame )
		Returns the height, in pixels, of a sprite at the specified frame.  
		Returns 0 is the frame number or the sprite handle is invalid.

	int  SPR_Width( HSPRITE x, int f )
		Returns the width, in pixels, of a sprite at the specified frame.  
		Returns 0 is the frame number or the sprite handle is invalid.

	int  SPR_Set( HSPRITE sprite, int r, int g, int b );
		Prepares a sprite about to be drawn.  RBG color values are applied to the sprite at this time.


	void  SPR_Draw( int frame, int x, int y );
		Precondition:  SPR_Set has already been called for a sprite.
		Draws the currently active sprite to the screen,  at position (x,y), where (0,0) is
		the top left-hand corner of the screen.


	void  SPR_DrawHoles( int frame, int x, int y );
		Precondition:  SPR_Set has already been called for a sprite.
		Draws the currently active sprite to the screen.  Color index #255 is treated as transparent.

	void  SPR_DrawAdditive( int frame, int x, int y );
		Precondition:  SPR_Set has already been called for a sprite.
		Draws the currently active sprite to the screen,  adding it's color values to the background.

	void  SPR_EnableScissor( int x, int y, int width, int height );
		Creates a clipping rectangle.  No pixels will be drawn outside the specified area.  Will
		stay in effect until either the next frame,  or SPR_DisableScissor is called.

	void  SPR_DisableScissor( void );
		Disables the effect of an SPR_EnableScissor call.

	int	 IsHighRes( void );
		returns 1 if the res mode is 640x480 or higher;  0 otherwise.

	int	 ScreenWidth( void );
		returns the screen width, in pixels.

	int	 ScreenHeight( void );
		returns the screen height, in pixels.

// Sound functions
	void PlaySound( char *szSound, int volume )
		plays the sound 'szSound' at the specified volume.  Loads the sound if it hasn't been cached.
		If it can't find the sound,  it displays an error message and plays no sound.

	void PlaySound( int iSound, int volume )
		Precondition:  iSound has been precached.
		Plays the sound, from the precache list.


// Communication functions
	void  SendClientCmd( char *szCmdString );
		sends a command to the server,  just as if the client had typed the szCmdString at the console.

	char *GetPlayerName( int entity_number );
		returns a pointer to a string, that contains the name of the specified client.  
		Returns NULL if the entity_number is not a client.
		

	DECLARE_MESSAGE(),  HOOK_MESSAGE()
		These two macros bind the message sending between the entity DLL and the client DLL to
		the CHud object.

		HOOK_MESSAGE( message_name )
			 This is used inside CHud::Init().  It calls into the engine to hook that message
			 from the incoming message stream.
			 Precondition:  There must be a function of name UserMsg_message_name declared
			 for CHud.  Eg,  CHud::UserMsg_Health() must be declared if you want to 
			 use HOOK_MESSAGE( Health );

		DECLARE_MESSAGE( message_name )
			For each HOOK_MESSAGE you must have an equivalent DECLARE_MESSAGE.  This creates
			a function which passes the hooked messages into the CHud object.


	HOOK_COMMAND(),  DECLARE_COMMAND()
		These two functions declare and hook console commands into the client dll.
		
		HOOK_COMMAND( char *command, command_name )
			Whenever the user types the 'command' at the console,  the function 'command_name'
			will be called.
			Precondition: There must be a function of the name UserCmd_command_name declared
			for CHud. Eg,  CHud::UserMsg_ShowScores() must be declared if you want to
			use HOOK_COMMAND( "+showscores", ShowScores );

		DECLARE_COMMAND( command_name )
			For each HOOK_COMMAND you must have an equivelant DECLARE_COMMAND.  This creates
			a function which passes the hooked commands into the CHud object.