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-rw-r--r--NorthstarDedicatedTest/gameutils.h25
1 files changed, 21 insertions, 4 deletions
diff --git a/NorthstarDedicatedTest/gameutils.h b/NorthstarDedicatedTest/gameutils.h
index cdf9ec3b..786c5e99 100644
--- a/NorthstarDedicatedTest/gameutils.h
+++ b/NorthstarDedicatedTest/gameutils.h
@@ -109,15 +109,32 @@ public:
float m_angLocation[3];
char m_levelName[32];
-
- // not reversed past this point, struct seems weird
- // pretty decent chance m_levelname is bigger, given it was 256 long in normal source
+ char m_mapGroupName[32];
+ char m_landmarkName[32];
+ char m_saveName[32];
+ float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets
+
+ bool m_activeGame;
+ bool m_bRememberLocation;
+ bool m_bBackgroundLevel;
+ bool m_bWaitingForConnection;
+ bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer.
+ bool m_bSplitScreenConnect;
+ bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded and all memory flushed
+ bool m_bWorkshopMapDownloadPending;
};
extern CHostState* g_pHostState;
// cengine stuff
+enum EngineQuitState
+{
+ QUIT_NOTQUITTING = 0,
+ QUIT_TODESKTOP,
+ QUIT_RESTART
+};
+
enum EngineState_t
{
DLL_INACTIVE = 0, // no dll
@@ -132,7 +149,7 @@ struct CEngine
public:
void* vtable;
- int m_nQuitting;
+ EngineQuitState m_nQuitting;
EngineState_t m_nDllState;
EngineState_t m_nNextDllState;
double m_flCurrentTime;