2023-09-06 02:25:25 +02:00
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//========= Copyright <20> 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifdef _WIN32
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#include <windows.h>
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#else
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#include <stdio.h>
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#include <memory.h>
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#include <string.h>
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#endif
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#include "dedicated.h"
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#include "dll_state.h"
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#include "enginecallback.h"
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#include "sys_ded.h"
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int iWait = 0;
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int fDeferedPause = 0;
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int gDLLState;
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int gDLLStateInfo;
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long ghMod = 0;
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static engine_api_t nullapi;
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engine_api_t engineapi = nullapi;
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typedef int (*engine_api_func)( int version, int size, struct engine_api_s *api );
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/*
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==============
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Eng_LoadFunctions
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Load engine->front end interface, if possible
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==============
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*/
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int Eng_LoadFunctions( long hMod )
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{
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engine_api_func pfnEngineAPI;
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pfnEngineAPI = ( engine_api_func )Sys_GetProcAddress( hMod, "Sys_EngineAPI" );
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if ( !pfnEngineAPI )
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return 0;
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if ( !(*pfnEngineAPI)( ENGINE_LAUNCHER_API_VERSION, sizeof( engine_api_t ), &engineapi ) )
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return 0;
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// All is okay
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return 1;
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}
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/*
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==============
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Eng_LoadStubs
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Force NULL interface
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==============
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*/
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void Eng_LoadStubs( void )
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{
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// No callbacks in dedicated server since engine should always be loaded.
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memset( &engineapi, 0, sizeof( engineapi ) );
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engineapi.version = ENGINE_LAUNCHER_API_VERSION;
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engineapi.rendertype = RENDERTYPE_UNDEFINED;
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engineapi.size = sizeof( engine_api_t );
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}
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/*
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==============
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Eng_Unload
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Free engine .dll and reset interfaces
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==============
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*/
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void Eng_Unload(void)
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{
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if ( ghMod )
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{
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Sys_FreeLibrary(ghMod);
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ghMod = 0;
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}
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Eng_LoadStubs();
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gDLLState = 0;
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gDLLStateInfo = 0;
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}
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/*
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==============
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Eng_KillEngine
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Load failure on engine
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==============
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*/
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void Eng_KillEngine( long *phMod )
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{
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Sys_FreeLibrary( ghMod );
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ghMod = *phMod = 0;
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Eng_LoadStubs();
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}
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/*
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==============
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Eng_Load
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Try to load the engine with specified command line, etc. etc. and the specified .dll
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==============
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*/
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int Eng_Load( const char *cmdline, struct exefuncs_s *pef, int memory, void *pmembase, const char *psz, int iSubMode )
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{
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char szLastDLL[ 100 ];
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long hMod = (long)NULL;
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#if defined( _DEBUG )
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char *p;
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if ( psz && !stricmp( psz, "sw.dll" ) && CheckParm( "-force", &p ) && p )
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{
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psz = p;
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}
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#endif
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// Are we loading a different engine?
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if ( psz && ghMod && !strcmp( psz, szLastDLL ) )
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{
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return 1;
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}
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if ( ghMod )
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{
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Eng_KillEngine( &hMod );
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}
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if ( !psz )
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{
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hMod = 0;
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Eng_LoadStubs();
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}
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else if ( !ghMod )
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{
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hMod = Sys_LoadLibrary( (char *)psz );
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if ( !hMod )
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{
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return 0;
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}
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// Load function table from engine
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if ( !Eng_LoadFunctions( hMod ) )
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{
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Sys_FreeLibrary( hMod );
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Eng_LoadStubs();
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return 0;
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}
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// Activate engine
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Eng_SetState( DLL_ACTIVE );
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}
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Eng_SetSubState( iSubMode );
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strcpy( szLastDLL, psz );
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ghMod = hMod;
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if ( ghMod )
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{
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static char *szEmpty = "";
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char *p = (char *)cmdline;
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if ( !p )
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{
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p = szEmpty;
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}
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if ( !engineapi.Game_Init( p, (unsigned char *)pmembase, memory, pef, NULL, 1) )
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{
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Sys_FreeLibrary(ghMod);
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ghMod = hMod = 0;
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return 0;
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}
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if ( engineapi.SetStartupMode )
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{
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engineapi.SetStartupMode( 1 );
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}
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if ( engineapi.Host_Frame )
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{
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Eng_Frame( 1, 0.05 );
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}
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if ( engineapi.SetStartupMode )
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{
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engineapi.SetStartupMode( 0 );
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}
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}
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return 1;
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}
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/*
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==============
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Eng_Frame
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Run a frame in the engine, if it's loaded.
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==============
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*/
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int Eng_Frame( int fForce, double time )
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{
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if ( ( gDLLState != DLL_ACTIVE ) && !fForce )
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return 0;
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if ( gDLLState )
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{
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gDLLStateInfo = DLL_NORMAL;
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int iState = engineapi.Host_Frame ( (float)time, gDLLState, &gDLLStateInfo );
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// Special Signal
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if ( gDLLStateInfo != DLL_NORMAL )
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{
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switch (gDLLStateInfo)
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{
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case DLL_QUIT:
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Eng_Unload();
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#ifdef _WIN32
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PostQuitMessage(0);
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#else
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exit( 0 );
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#endif
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break;
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default:
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break;
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}
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}
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// Are we in our transistion counter?
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if (iWait)
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{
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iWait--;
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// Defer all pauses until we're ready to bring up the launcher
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if (iState == DLL_PAUSED)
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{
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fDeferedPause = 1;
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Eng_SetState(DLL_ACTIVE);
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iState = DLL_ACTIVE;
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}
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// Are we done waiting, if so, did someone request a pause?
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if (!iWait && fDeferedPause)
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{
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//force a pause
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iState = DLL_PAUSED;
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gDLLState = DLL_ACTIVE;
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fDeferedPause = 0;
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}
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}
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// Are we now in a transistion?
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if (iState == DLL_TRANS)
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{
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iState = DLL_ACTIVE;
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iWait = 5; // Let's wait N frames before we'll allow a pause
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Eng_SetState(DLL_ACTIVE);
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}
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// Has the state changed?
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if (iState != gDLLState)
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{
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Eng_SetState(iState);
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}
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}
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if ( gDLLState == DLL_CLOSE )
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{
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static int bQuitting = 0;
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if ( !bQuitting )
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{
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bQuitting = 1;
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engineapi.Cbuf_AddText( "killserver\n" );
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Eng_Frame( 1, 0.05 );
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Sys_Sleep( 100 );
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Eng_Frame( 1, 0.05 );
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Sys_Sleep( 100 );
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return gDLLState;
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}
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Eng_Unload();
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#ifdef _WIN32
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PostQuitMessage(0);
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#else
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exit( 0 );
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#endif
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}
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return gDLLState;
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}
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/*
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==============
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Eng_SetSubState
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==============
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*/
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void Eng_SetSubState(int iSubState)
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{
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if ( !engineapi.GameSetSubState )
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return;
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if ( iSubState != ENG_NORMAL )
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{
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engineapi.GameSetSubState( iSubState );
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}
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}
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/*
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==============
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Eng_SetState
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==============
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*/
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void Eng_SetState(int iState)
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{
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gDLLState = iState;
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if (engineapi.GameSetState)
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{
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engineapi.GameSetState( iState );
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}
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}
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