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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_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;
extern void (*CBaseClient__Disconnect)(void* self, uint32_t unknownButAlways1, const char* reason, ...);
#pragma once
typedef enum
{
NA_NULL = 0,
NA_LOOPBACK,
NA_IP,
} netadrtype_t;
#pragma pack(push, 1)
typedef struct netadr_s
{
netadrtype_t type;
unsigned char ip[16]; // IPv6
// IPv4's 127.0.0.1 is [::ffff:127.0.0.1], that is:
// 00 00 00 00 00 00 00 00 00 00 FF FF 7F 00 00 01
unsigned short port;
} netadr_t;
#pragma pack(pop)
#pragma pack(push, 1)
typedef struct netpacket_s
{
netadr_t adr; // sender address
// int source; // received source
char unk[10];
double received_time;
unsigned char* data; // pointer to raw packet data
void* message; // easy bitbuf data access // 'inpacket.message' etc etc (pointer)
char unk2[16];
int size;
// bf_read message; // easy bitbuf data access // 'inpacket.message' etc etc (pointer)
// int size; // size in bytes
// int wiresize; // size in bytes before decompression
// bool stream; // was send as stream
// struct netpacket_s* pNext; // for internal use, should be NULL in public
} netpacket_t;
#pragma pack(pop)
} // namespace R2
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