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-rw-r--r--NorthstarDedicatedTest/r2engine.h102
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+#pragma once
+
+// use the R2 namespace for game funcs
+namespace R2
+{
+ // Cbuf
+ enum class ECommandTarget_t
+ {
+ CBUF_FIRST_PLAYER = 0,
+ CBUF_LAST_PLAYER = 1, // MAX_SPLITSCREEN_CLIENTS - 1, MAX_SPLITSCREEN_CLIENTS = 2
+ CBUF_SERVER = CBUF_LAST_PLAYER + 1,
+
+ CBUF_COUNT,
+ };
+
+ enum class cmd_source_t
+ {
+ // Added to the console buffer by gameplay code. Generally unrestricted.
+ kCommandSrcCode,
+
+ // Sent from code via engine->ClientCmd, which is restricted to commands visible
+ // via FCVAR_CLIENTCMD_CAN_EXECUTE.
+ kCommandSrcClientCmd,
+
+ // Typed in at the console or via a user key-bind. Generally unrestricted, although
+ // the client will throttle commands sent to the server this way to 16 per second.
+ kCommandSrcUserInput,
+
+ // Came in over a net connection as a clc_stringcmd
+ // host_client will be valid during this state.
+ //
+ // Restricted to FCVAR_GAMEDLL commands (but not convars) and special non-ConCommand
+ // server commands hardcoded into gameplay code (e.g. "joingame")
+ kCommandSrcNetClient,
+
+ // Received from the server as the client
+ //
+ // Restricted to commands with FCVAR_SERVER_CAN_EXECUTE
+ kCommandSrcNetServer,
+
+ // Being played back from a demo file
+ //
+ // Not currently restricted by convar flag, but some commands manually ignore calls
+ // from this source. FIXME: Should be heavily restricted as demo commands can come
+ // from untrusted sources.
+ kCommandSrcDemoFile,
+
+ // Invalid value used when cleared
+ kCommandSrcInvalid = -1
+ };
+
+ typedef ECommandTarget_t (*Cbuf_GetCurrentPlayerType)();
+ extern Cbuf_GetCurrentPlayerType Cbuf_GetCurrentPlayer;
+
+ typedef void (*Cbuf_AddTextType)(ECommandTarget_t eTarget, const char* text, cmd_source_t source);
+ extern Cbuf_AddTextType Cbuf_AddText;
+
+ typedef void (*Cbuf_ExecuteType)();
+ extern Cbuf_ExecuteType Cbuf_Execute;
+
+ // CEngine
+
+ enum EngineQuitState
+ {
+ QUIT_NOTQUITTING = 0,
+ QUIT_TODESKTOP,
+ QUIT_RESTART
+ };
+
+ enum class EngineState_t
+ {
+ DLL_INACTIVE = 0, // no dll
+ DLL_ACTIVE, // engine is focused
+ DLL_CLOSE, // closing down dll
+ DLL_RESTART, // engine is shutting down but will restart right away
+ DLL_PAUSED, // engine is paused, can become active from this state
+ };
+
+ class CEngine
+ {
+ public:
+ virtual void unknown() {} // unsure if this is where
+ virtual bool Load(bool dedicated, const char* baseDir) {}
+ virtual void Unload() {}
+ virtual void SetNextState(EngineState_t iNextState) {}
+ virtual EngineState_t GetState() {}
+ virtual void Frame() {}
+ virtual double GetFrameTime() {}
+ virtual float GetCurTime() {}
+
+ EngineQuitState m_nQuitting;
+ EngineState_t m_nDllState;
+ EngineState_t m_nNextDllState;
+ double m_flCurrentTime;
+ float m_flFrameTime;
+ double m_flPreviousTime;
+ float m_flFilteredTime;
+ float m_flMinFrameTime; // Expected duration of a frame, or zero if it is unlimited.
+ };
+
+ extern CEngine* g_pEngine;
+} // namespace R2