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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:
virtual void CreateCmdLine(const char* commandline) {}
virtual void CreateCmdLine(int argc, char** argv) {}
virtual const char* GetCmdLine(void) const {}
virtual const char* CheckParm(const char* psz, const char** ppszValue = 0) const {}
virtual bool HasParm(const char* psz) const {}
virtual void RemoveParm() const {}
virtual void AppendParm(const char* pszParm, const char* pszValues) {}
virtual int ParmCount() const {}
virtual int FindParm(const char* psz) const {}
virtual const char* GetParm(int nIndex) const {}
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 void SetParm(int nIndex, char const* pParm) {}
virtual const char** GetParms() const {}
};
// hoststate stuff
struct CHostState
{
public:
int32_t m_iCurrentState;
int32_t m_iNextState;
float m_vecLocation[3];
float m_angLocation[3];
char m_levelName[32];
// not reversed past this point, struct seems weird
};
extern CHostState* g_GameCHostStateSingleton;
// 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);
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