r5sdk/r5dev/tier0/basetypes.h

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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
#pragma once
/*-----------------------------------------------------------------------------
* _basetypes
*-----------------------------------------------------------------------------*/
//#define GAMEDLL_S0 /*[r]*/
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//#define GAMEDLL_S1 /*[r]*/
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
//#define GAMEDLL_S2 /*[i]*/
2022-05-20 02:45:13 +02:00
#define GAMEDLL_S3 /*[r]*/
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
//#define GAMEDLL_S4 /*[i]*/
//#define GAMEDLL_S7 /*[i]*/
//-----------------------------------------------------------------------------
// Set up platform defines.
//-----------------------------------------------------------------------------
#ifdef _WIN32
#define IsPlatformLinux() 0
#define IsPlatformPosix() 0
#define IsPlatformOSX() 0
#define IsOSXOpenGL() 0
#define IsPlatformPS3() 0
#define IsPlatformPS3_PPU() 0
#define IsPlatformPS3_SPU() 0
#define PLATFORM_WINDOWS 1
#define PLATFORM_OPENGL 0
#ifndef _X360
#define IsPlatformX360() 0
#define IsPlatformWindowsPC() 1
#define PLATFORM_WINDOWS_PC 1
#ifdef _WIN64
#define IsPlatformWindowsPC64() 1
#define IsPlatformWindowsPC32() 0
#define PLATFORM_WINDOWS_PC64 1
#else
#define IsPlatformWindowsPC64() 0
#define IsPlatformWindowsPC32() 1
#define PLATFORM_WINDOWS_PC32 1
#endif
#else // _X360
#define IsPlatformWindowsPC() 0
#define IsPlatformWindowsPC64() 0
#define IsPlatformWindowsPC32() 0
#define IsPlatformX360() 1
#define PLATFORM_X360 1
#endif // _X360
#elif defined(_PS3)
// Adding IsPlatformOpenGL() to help fix a bunch of code that was using IsPosix() to infer if the DX->GL translation layer was being used.
#if defined( DX_TO_GL_ABSTRACTION )
#define IsPlatformOpenGL() true
#else
#define IsPlatformOpenGL() false
#endif
#define IsPlatformX360() 0
#define IsPlatformPS3() 1
#ifdef SPU
#define IsPlatformPS3_PPU() 0
#define IsPlatformPS3_SPU() 1
#else
#define IsPlatformPS3_PPU() 1
#define IsPlatformPS3_SPU() 0
#endif
#define IsPlatformWindowsPC() 0
#define IsPlatformWindowsPC64() 0
#define IsPlatformWindowsPC32() 0
#define IsPlatformPosix() 1
#define PLATFORM_POSIX 1
#define PLATFORM_OPENGL 0
#define IsPlatformLinux() 0
#define IsPlatformOSX() 0
#define IsOSXOpenGL() 0
#elif defined(POSIX)
#define IsPlatformX360() 0
#define IsPlatformPS3() 0
#define IsPlatformPS3_PPU() 0
#define IsPlatformPS3_SPU() 0
#define IsPlatformWindowsPC() 0
#define IsPlatformWindowsPC64() 0
#define IsPlatformWindowsPC32() 0
#define IsPlatformPosix() 1
#define PLATFORM_POSIX 1
#if defined( LINUX ) && !defined( OSX ) // for havok we define both symbols, so don't let the osx build wander down here
#define IsPlatformLinux() 1
#define IsPlatformOSX() 0
#define IsOSXOpenGL() 0
#define PLATFORM_OPENGL 0
#define PLATFORM_LINUX 1
#elif defined ( OSX )
#define IsPlatformLinux() 0
#define IsPlatformOSX() 1
#define IsOSXOpenGL() 1
#define PLATFORM_OSX 1
#define PLATFORM_OPENGL 1
#else
#define IsPlatformLinux() 0
#define IsPlatformOSX() 0
#define IsOSXOpenGL() 0
#define PLATFORM_OPENGL 0
#endif
#else
#error
#endif
//-----------------------------------------------------------------------------
// Old-school defines we're going to support since much code uses them
//-----------------------------------------------------------------------------
#define IsLinux() IsPlatformLinux()
#define IsOSX() IsPlatformOSX()
#define IsPosix() IsPlatformPosix()
#define IsX360() IsPlatformX360()
#define IsPS3() IsPlatformPS3()
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
#define MAX_SPLITSCREEN_CLIENT_BITS 2 // Max 2 player splitscreen in portal (don't merge this back), saves a bunch of memory [8/31/2010 tom]
#define MAX_SPLITSCREEN_CLIENTS ( 1 << MAX_SPLITSCREEN_CLIENT_BITS ) // 4 // this should == MAX_JOYSTICKS in InputEnums.h
#define MAX_PLAYERS 128 // Max R5 players.
#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
#define MAX_MAP_NAME_HOST 64
#else
#define MAX_MAP_NAME_HOST 32
#endif // Max BSP file name len.
#define MAX_MAP_NAME 64
#define SDK_VERSION "VGameSDK001" // Increment this with every /breaking/ SDK change (i.e. security/backend changes breaking compatibility).
#define SDK_ARRAYSIZE(arr) ((sizeof(arr) / sizeof(*arr))) // Name due to IMGUI implementation and NT implementation that we shouldn't share across everywhere.
#ifndef DEDICATED
#define SDK_DEFAULT_CFG "platform\\cfg\\startup_default.cfg"
#else
#define SDK_DEFAULT_CFG "platform\\cfg\\startup_dedi_default.cfg"
#endif
// #define COMPILETIME_MAX and COMPILETIME_MIN for max/min in constant expressions
#define COMPILETIME_MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
#define COMPILETIME_MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
#ifndef MIN
#define MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
#endif
#ifndef MAX
#define MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
#endif
#ifdef __cplusplus
template< class T, class Y, class X >
inline T clamp(T const& val, Y const& minVal, X const& maxVal)
{
if (val < minVal)
return minVal;
else if (val > maxVal)
return maxVal;
else
return val;
}
// This is the preferred clamp operator. Using the clamp macro can lead to
// unexpected side-effects or more expensive code. Even the clamp (all
// lower-case) function can generate more expensive code because of the
// mixed types involved.
template< class T >
T Clamp(T const& val, T const& minVal, T const& maxVal)
{
if (val < minVal)
return minVal;
else if (val > maxVal)
return maxVal;
else
return val;
}
// This is the preferred Min operator. Using the MIN macro can lead to unexpected
// side-effects or more expensive code.
template< class T >
T Min(T const& val1, T const& val2)
{
return val1 < val2 ? val1 : val2;
}
// This is the preferred Max operator. Using the MAX macro can lead to unexpected
// side-effects or more expensive code.
template< class T >
T Max(T const& val1, T const& val2)
{
return val1 > val2 ? val1 : val2;
}
template <typename T>
void Swap(T& a, T& b)
{
T temp = a;
a = b;
b = temp;
}
#else
#define clamp(val, min, max) (((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
#endif
#define fsel(c,x,y) ( (c) >= 0 ? (x) : (y) )
// integer conditional move
// if a >= 0, return x, else y
#define isel(a,x,y) ( ((a) >= 0) ? (x) : (y) )
// if x = y, return a, else b
#define ieqsel(x,y,a,b) (( (x) == (y) ) ? (a) : (b))
// if the nth bit of a is set (counting with 0 = LSB),
// return x, else y
// this is fast if nbit is a compile-time immediate
#define ibitsel(a, nbit, x, y) ( ( ((a) & (1 << (nbit))) != 0 ) ? (x) : (y) )
// MSVC CRT uses 0x7fff while gcc uses MAX_INT, leading to mismatches between platforms
// As a result, we pick the least common denominator here. This should be used anywhere
// you might typically want to use RAND_MAX
#define VALVE_RAND_MAX 0x7fff
#define FORWARD_DECLARE_HANDLE(name) typedef struct name##__ *name
#ifndef NOTE_UNUSED
#define NOTE_UNUSED(x) (void)(x) // for pesky compiler / lint warnings
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#define M_PI_F ((float)(M_PI)) // Shouldn't collide with anything.
// NJS: Inlined to prevent floats from being autopromoted to doubles, as with the old system.
#ifndef RAD2DEG
#define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) )
#endif
#ifndef DEG2RAD
#define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
#endif
typedef int qboolean;
typedef float vec_t;
typedef float vec3_t[3];
typedef float float32;
typedef double float64;
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struct vrect_t
{
int x, y, width, height;
vrect_t* pnext;
};
constexpr int MAX_NETCONSOLE_INPUT_LEN = 4096;
constexpr int MSG_NOSIGNAL = 0;