#pragma once #include "convar.h" // cmd.h 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; // compared to the defs i've seen, this is missing an arg, it could be nTickInterval or source, not sure, guessing it's source 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; // commandline stuff class CCommandLine { public: // based on the defs in the 2013 source sdk, but for some reason has an extra function (may be another CreateCmdLine overload?) // these seem to line up with what they should be though virtual void CreateCmdLine(const char* commandline) {} virtual void CreateCmdLine(int argc, char** argv) {} virtual void unknown() {} virtual const char* GetCmdLine(void) const {} virtual const char* CheckParm(const char* psz, const char** ppszValue = 0) const {} virtual void RemoveParm() const {} virtual void AppendParm(const char* pszParm, const char* pszValues) {} virtual const char* ParmValue(const char* psz, const char* pDefaultVal = 0) const {} virtual int ParmValue(const char* psz, int nDefaultVal) const {} virtual float ParmValue(const char* psz, float flDefaultVal) const {} virtual int ParmCount() const {} virtual int FindParm(const char* psz) const {} virtual const char* GetParm(int nIndex) const {} virtual void SetParm(int nIndex, char const* pParm) {} //virtual const char** GetParms() const {} }; // hoststate stuff enum HostState_t { HS_NEW_GAME = 0, HS_LOAD_GAME, HS_CHANGE_LEVEL_SP, HS_CHANGE_LEVEL_MP, HS_RUN, HS_GAME_SHUTDOWN, HS_SHUTDOWN, HS_RESTART, }; struct CHostState { public: HostState_t m_iCurrentState; HostState_t m_iNextState; float m_vecLocation[3]; float m_angLocation[3]; char m_levelName[32]; 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 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; // network stuff extern ConVar* Cvar_hostport; // playlist stuff typedef const char*(*GetCurrentPlaylistType)(); extern GetCurrentPlaylistType GetCurrentPlaylistName; typedef void(*SetCurrentPlaylistType)(const char* playlistName); extern SetCurrentPlaylistType SetCurrentPlaylist; // uid extern char* g_LocalPlayerUserID; void InitialiseEngineGameUtilFunctions(HMODULE baseAddress);