mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-22 01:47:45 +01:00
ba2cab60df
* Get VGUI back (optionally) * Add some missing VGUI invocations * Update CMakeLists.txt to build with vgui for Windows * Move windows.h inclusions only to those places where it's really needed * Try fix mingw build * Update hud_spectator * Merge nekonomicon's vgui branch * Don't include vgui panel and app in cdll_int.cpp if vgui is real * Deduplicate scoreboard global variables * Add options to prefer non-vgui motd and scoreboard when vgui is enabled * Add vgui-dev as a submodule. Add building vith vgui to CI * Fix artifact uploading * Don't use global variable when not necessary * char* to const char* in CMenuHandler_StringCommand constructor * Fix 'format string is not a literal string' warnings * Fix 'always evaluate to true' warnings * Team Fortress classes to const char* * CreateCommandMenu accepts const char* * Fix printf formats. Turn some unsigned longs into unsigned ints since they use only 32 bits anyway * Explicit assignment result as condition * Prevent memory leak on menu reading * Localize button text * Create FileInputStream on stack avoiding the leak * Remove Servers Browser code * Arrow file names to const char* * Fix assignment to the wrong variable |
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.. | ||
hl | ||
ammo_secondary.cpp | ||
ammo.cpp | ||
ammo.h | ||
ammohistory.cpp | ||
ammohistory.h | ||
Android.mk | ||
battery.cpp | ||
camera.h | ||
cdll_int.cpp | ||
cl_dll.h | ||
cl_util.h | ||
CMakeLists.txt | ||
com_weapons.cpp | ||
com_weapons.h | ||
compile.bat | ||
death.cpp | ||
demo.cpp | ||
demo.h | ||
entity.cpp | ||
ev_common.cpp | ||
ev_hldm.cpp | ||
ev_hldm.h | ||
events.cpp | ||
eventscripts.h | ||
flashlight.cpp | ||
GameStudioModelRenderer_Sample.cpp | ||
GameStudioModelRenderer_Sample.h | ||
GameStudioModelRenderer.cpp | ||
GameStudioModelRenderer.h | ||
geiger.cpp | ||
health.cpp | ||
health.h | ||
hud_iface.h | ||
hud_msg.cpp | ||
hud_redraw.cpp | ||
hud_servers_priv.h | ||
hud_spectator.cpp | ||
hud_spectator.h | ||
hud_update.cpp | ||
hud.cpp | ||
hud.h | ||
in_camera.cpp | ||
in_defs.h | ||
input_goldsource.cpp | ||
input_mouse.cpp | ||
input_mouse.h | ||
input_xash3d.cpp | ||
input.cpp | ||
kbutton.h | ||
menu.cpp | ||
message.cpp | ||
MOTD.cpp | ||
overview.cpp | ||
overview.h | ||
parsemsg.cpp | ||
parsemsg.h | ||
readme.txt | ||
saytext.cpp | ||
scoreboard.cpp | ||
soundsystem.cpp | ||
status_icons.cpp | ||
statusbar.cpp | ||
studio_util.cpp | ||
studio_util.h | ||
StudioModelRenderer.cpp | ||
StudioModelRenderer.h | ||
text_message.cpp | ||
tf_defs.h | ||
train.cpp | ||
tri.cpp | ||
util_vector.h | ||
util.cpp | ||
vgui_ClassMenu.cpp | ||
vgui_ConsolePanel.cpp | ||
vgui_ConsolePanel.h | ||
vgui_ControlConfigPanel.cpp | ||
vgui_ControlConfigPanel.h | ||
vgui_CustomObjects.cpp | ||
vgui_int.cpp | ||
vgui_int.h | ||
vgui_MOTDWindow.cpp | ||
vgui_SchemeManager.cpp | ||
vgui_SchemeManager.h | ||
vgui_ScorePanel.cpp | ||
vgui_ScorePanel.h | ||
vgui_SpectatorPanel.cpp | ||
vgui_SpectatorPanel.h | ||
vgui_TeamFortressViewport.cpp | ||
vgui_TeamFortressViewport.h | ||
vgui_teammenu.cpp | ||
view.cpp | ||
view.h | ||
voice_status.cpp | ||
voice_status.h | ||
wrect.h | ||
wscript |
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.