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#ifndef SQTYPE_H
#define SQTYPE_H
#define SQ_OK (1)
#define SQ_ERROR (-1)
#define SQ_FAILED(res) (res<0)
#define SQ_SUCCEEDED(res) (res>=0)
#define SQ_SUSPEND_FLAG -666
#define SQ_TAILCALL_FLAG -777
#define DONT_FALL_BACK 666
//#define EXISTS_FALL_BACK -1
#define GET_FLAG_RAW 0x00000001
#define GET_FLAG_DO_NOT_RAISE_ERROR 0x00000002
typedef char SQChar;
typedef float SQFloat;
typedef long SQInteger;
typedef unsigned long SQUnsignedInteger;
typedef void* SQFunctor;
typedef SQUnsignedInteger SQBool;
typedef SQInteger SQRESULT;
typedef int ScriptDataType_t;
typedef struct SQVM* HSQUIRRELVM;
struct SQBufState;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
struct SQString;
#define SQOBJECT_REF_COUNTED 0x08000000
typedef enum tagSQObjectType
{
OT_VECTOR = 0x40000,
OT_NULL = 0x1000001,
OT_INTEGER = 0x5000002,
OT_FLOAT = 0x5000004,
OT_BOOL = 0x1000008,
OT_STRING = 0x8000010,
OT_TABLE = 0xA000020,
OT_ARRAY = 0x8000040,
OT_USERDATA = 0xA000080,
OT_CLOSURE = 0x8000100,
OT_NATIVECLOSURE = 0x8000200,
OT_ASSET = 0x8000400,
OT_USERPOINTER = 0x800,
OT_THREAD = 0x8001000,
OT_FUNCPROTO = 0x8002000,
OT_CLASS = 0x8004000,
OT_STRUCT = 0x8200000,
OT_INSTANCE = 0xA008000,
OT_ENTITY = 0xA400000,
OT_WEAKREF = 0x8010000,
} SQObjectType;
// does the type keep track of references?
#define ISREFCOUNTED(t) (t & SQOBJECT_REF_COUNTED)
typedef union tagSQObjectValue
{
struct SQTable* pTable;
struct SQArray* pArray;
struct SQClosure* pClosure;
struct SQGenerator* pGenerator;
struct SQNativeClosure* pNativeClosure;
struct SQString* pString;
struct SQUserData* pUserData;
int nInteger;
float fFloat;
void* pUserPointer;
struct SQFunctionProto* pFunctionProto;
struct SQRefCounted* pRefCounted;
struct SQDelegable* pDelegable;
struct SQVM* pThread;
struct SQClass* pClass;
struct SQInstance* pInstance;
struct SQWeakRef* pWeakRef;
unsigned int raw;
} SQObjectValue;
typedef struct tagSQObject
{
SQObjectType _type;
SQObjectValue _unVal;
} SQObject;
template<typename T> class sqvector
{
public:
T* _vals;
SQUnsignedInteger _size;
SQUnsignedInteger _allocated;
};
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
///////////////////////////////////////////////////////////////////////////////
SQRESULT sq_pushroottable(HSQUIRRELVM v);
SQChar* sq_getstring(HSQUIRRELVM v, SQInteger i);
SQInteger sq_getinteger(HSQUIRRELVM v, SQInteger i);
SQRESULT sq_pushroottable(HSQUIRRELVM v);
void sq_pushbool(HSQUIRRELVM v, SQBool b);
void sq_pushstring(HSQUIRRELVM v, const SQChar* string, SQInteger len);
void sq_pushinteger(HSQUIRRELVM v, SQInteger val);
void sq_pushfloat(HSQUIRRELVM v, SQFloat n);
void sq_newarray(HSQUIRRELVM v, SQInteger size);
void sq_newtable(HSQUIRRELVM v);
2022-03-31 02:26:05 +02:00
SQRESULT sq_newslot(HSQUIRRELVM v, SQInteger idx);
SQRESULT sq_arrayappend(HSQUIRRELVM v, SQInteger idx);
SQRESULT sq_pushstructure(HSQUIRRELVM v, const SQChar* name, const SQChar* member, const SQChar* codeclass1, const SQChar* codeclass2);
SQRESULT sq_compilebuffer(HSQUIRRELVM v, SQBufState* bufferState, const SQChar* buffer, SQInteger context);
SQRESULT sq_call(HSQUIRRELVM v, SQInteger params, SQBool retval, SQBool raiseerror);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
SQRESULT sq_startconsttable(HSQUIRRELVM v);
SQRESULT sq_endconsttable(HSQUIRRELVM v);
/* ==== SQUIRREL ======================================================================================================================================================== */
inline SQRESULT(*v_sq_pushroottable)(HSQUIRRELVM v);
inline void(*v_sq_pushbool)(HSQUIRRELVM v, SQBool b);
inline void(*v_sq_pushstring)(HSQUIRRELVM v, const SQChar* string, SQInteger len);
inline void(*v_sq_pushinteger)(HSQUIRRELVM v, SQInteger val);
inline void(*v_sq_pushfloat)(HSQUIRRELVM v, SQFloat val);
inline void(*v_sq_newarray)(HSQUIRRELVM v, SQInteger size);
inline void(*v_sq_newtable)(HSQUIRRELVM v);
inline SQRESULT(*v_sq_newslot)(HSQUIRRELVM v, SQInteger idx);
inline SQRESULT(*v_sq_arrayappend)(HSQUIRRELVM v, SQInteger idx);
inline SQRESULT(*v_sq_pushstructure)(HSQUIRRELVM v, const SQChar* name, const SQChar* member, const SQChar* codeclass1, const SQChar* codeclass2);
inline SQRESULT(*v_sq_compilebuffer)(HSQUIRRELVM v, SQBufState* bufferstate, const SQChar* buffer, SQInteger level);
inline SQRESULT(*v_sq_call)(HSQUIRRELVM v, SQInteger params, SQBool retval, SQBool raiseerror);
inline SQRESULT (*v_sq_startconsttable)(HSQUIRRELVM v);
inline SQRESULT (*v_sq_endconsttable)(HSQUIRRELVM v);
inline SQString* (*v_StringTable__Add)(void* a1, const SQChar* str, SQInteger len);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
///////////////////////////////////////////////////////////////////////////////
class VSquirrelAPI : public IDetour
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
virtual void GetAdr(void) const
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
LogFunAdr("sq_pushroottable", v_sq_pushroottable);
LogFunAdr("sq_pushbool", v_sq_pushbool);
LogFunAdr("sq_pushstring", v_sq_pushstring);
LogFunAdr("sq_pushinteger", v_sq_pushinteger);
LogFunAdr("sq_pushfloat", v_sq_pushfloat);
LogFunAdr("sq_newarray", v_sq_newarray);
LogFunAdr("sq_arrayappend", v_sq_arrayappend);
LogFunAdr("sq_newtable", v_sq_newtable);
LogFunAdr("sq_newslot", v_sq_newslot);
LogFunAdr("sq_pushstructure", v_sq_pushstructure);
LogFunAdr("sq_compilebuffer", v_sq_compilebuffer);
LogFunAdr("sq_call", v_sq_call);
LogFunAdr("sq_startconsttable", v_sq_startconsttable);
LogFunAdr("sq_endconsttable", v_sq_endconsttable);
LogFunAdr("StringTable::Add", v_StringTable__Add);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
}
virtual void GetFun(void) const
{
g_GameDll.FindPatternSIMD("48 83 EC 28 8B 51 ?? 44 8B C2").GetPtr(v_sq_pushroottable);
g_GameDll.FindPatternSIMD("48 83 EC 38 33 C0 48 C7 44 24 20 08 ?? ?? 01 48").GetPtr(v_sq_pushbool);
g_GameDll.FindPatternSIMD("40 56 48 83 EC 30 48 8B F1 48 85 D2 0F 84 8F ??").GetPtr(v_sq_pushstring);
g_GameDll.FindPatternSIMD("48 83 EC 38 33 C0 48 C7 44 24 20 02 ?? ?? 05 48").GetPtr(v_sq_pushinteger);
g_GameDll.FindPatternSIMD("48 83 EC 38 8B 51 78 33 C0").GetPtr(v_sq_pushfloat);
g_GameDll.FindPatternSIMD("48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 C7 44 24 20 40").GetPtr(v_sq_newarray);
g_GameDll.FindPatternSIMD("48 89 5C 24 08 57 48 83 EC 30 48 8B D9 48 C7 44 24 20 20").GetPtr(v_sq_newtable);
g_GameDll.FindPatternSIMD("40 53 48 83 EC 30 44 8B 49 ?? 48 8B D9 41 8B C1").GetPtr(v_sq_newslot);
g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 8B 41 ?? 48 8B D9 2B 41 ?? 83 F8 02 7D").GetPtr(v_sq_arrayappend);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 55 41 54 41 55 41 56 41 57 48 8B EC 48 83 EC 60 48 8B 59 60").GetPtr(v_sq_pushstructure);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 56 41 57 48 83 EC 50 41 8B E9 49 8B F8").GetPtr(v_sq_compilebuffer);
g_GameDll.FindPatternSIMD("4C 8B DC 49 89 5B 08 49 89 6B 10 49 89 73 18 57 48 83 EC 50 8B F2").GetPtr(v_sq_call);
g_GameDll.FindPatternSIMD("8B 51 78 4C 8B 49 60 44 8B C2 49 C1 E0 04 4C 03 81 ?? ?? ?? ?? 8D 42 01 89 41 78 41 F7 81 ?? ?? ?? ?? ?? ?? ?? ?? 74 0A 49 8B 81 ?? ?? ?? ?? FF 40 08 41 F7 00 ?? ?? ?? ?? 41 0F 10 81 ?? ?? ?? ?? 74 15").GetPtr(v_sq_startconsttable);
g_GameDll.FindPatternSIMD("8B 41 78 45 33 C0 FF C8 8B D0 89 41 78 48 C1 E2 04 48 03 91 ?? ?? ?? ?? 8B 02 48 C7 02 ?? ?? ?? ?? 25 ?? ?? ?? ?? 74 15").GetPtr(v_sq_endconsttable);
g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? 41 8D 4D FF").FollowNearCallSelf().GetPtr(v_StringTable__Add);
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
};
///////////////////////////////////////////////////////////////////////////////
#endif // SQTYPE_H