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#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;
typedef void(*SetPlaylistVarOverrideType)(const char* varName, const char* value);
extern SetPlaylistVarOverrideType SetPlaylistVarOverride;
// uid
extern char* g_LocalPlayerUserID;
void InitialiseEngineGameUtilFunctions(HMODULE baseAddress);
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