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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2023-02-12 21:15:00 +0000 |
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committer | GitHub <noreply@github.com> | 2023-02-12 21:15:00 +0000 |
commit | 95b41b6f8cc612953eafd7f8b6b40124e1590bc7 (patch) | |
tree | 400746bace6855c210e020a5ca93b84c2fdd0dc9 /NorthstarDLL/engine/r2engine.h | |
parent | b61ed18a86ddd2d7ab0e80992859750a49a9c4f6 (diff) | |
download | NorthstarLauncher-95b41b6f8cc612953eafd7f8b6b40124e1590bc7.tar.gz NorthstarLauncher-95b41b6f8cc612953eafd7f8b6b40124e1590bc7.zip |
Add `CGlobals` class and `g_pGlobals`, and update code to support (#411)
* add CGlobals class and g_pGlobals, and update scripts to support
* don't automatically enable antispeedhack (oops)
* add dedicated.cpp
* format
* bad push oops
* reformat again
Diffstat (limited to 'NorthstarDLL/engine/r2engine.h')
-rw-r--r-- | NorthstarDLL/engine/r2engine.h | 60 |
1 files changed, 60 insertions, 0 deletions
diff --git a/NorthstarDLL/engine/r2engine.h b/NorthstarDLL/engine/r2engine.h index bc242201..ff8876b8 100644 --- a/NorthstarDLL/engine/r2engine.h +++ b/NorthstarDLL/engine/r2engine.h @@ -201,4 +201,64 @@ namespace R2 extern server_state_t* g_pServerState; extern char* g_pModName; + + // clang-format off + OFFSET_STRUCT(CGlobalVars) + { + FIELD(0x0, + // Absolute time (per frame still - Use Plat_FloatTime() for a high precision real time + // perf clock, but not that it doesn't obey host_timescale/host_framerate) + double m_flRealTime); + + FIELDS(0x8, + // Absolute frame counter - continues to increase even if game is paused + int m_nFrameCount; + + // Non-paused frametime + float m_flAbsoluteFrameTime; + + // Current time + // + // On the client, this (along with tickcount) takes a different meaning based on what + // piece of code you're in: + // + // - While receiving network packets (like in PreDataUpdate/PostDataUpdate and proxies), + // this is set to the SERVER TICKCOUNT for that packet. There is no interval between + // the server ticks. + // [server_current_Tick * tick_interval] + // + // - While rendering, this is the exact client clock + // [client_current_tick * tick_interval + interpolation_amount] + // + // - During prediction, this is based on the client's current tick: + // [client_current_tick * tick_interval] + float m_flCurTime; + ) + + FIELDS(0x30, + // Time spent on last server or client frame (has nothing to do with think intervals) + float m_flFrameTime; + + // current maxplayers setting + int m_nMaxClients; + ) + + FIELDS(0x3C, + // Simulation ticks - does not increase when game is paused + uint32_t m_nTickCount; // this is weird and doesn't seem to increase once per frame? + + // Simulation tick interval + float m_flTickInterval; + ) + + FIELDS(0x60, + const char* m_pMapName; + int m_nMapVersion; + ) + + //FIELD(0x98, double m_flRealTime); // again? + }; + // clang-format on + + extern CGlobalVars* g_pGlobals; } // namespace R2 |