#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_GAMEDLL_FOR_REMOTE_CLIENTS. 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