r5sdk/r5dev/game/server/gameinterface.cpp

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//=============================================================================//
//
// Purpose: Implement things from GameInterface.cpp. Mostly the engine interfaces.
//
// $NoKeywords: $
//=============================================================================//
#include "core/stdafx.h"
#include "engine/server/sv_main.h"
#include "game/server/gameinterface.h"
//-----------------------------------------------------------------------------
// This is called when a new game is started. (restart, map)
//-----------------------------------------------------------------------------
void CServerGameDLL::GameInit(void)
{
const int index = 1;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// This is called when scripts are getting recompiled. (restart, map, changelevel)
//-----------------------------------------------------------------------------
void CServerGameDLL::PrecompileScriptsJob(void)
{
const int index = 2;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// Called when a level is shutdown (including changing levels)
//-----------------------------------------------------------------------------
void CServerGameDLL::LevelShutdown(void)
{
const int index = 8;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// This is called when a game ends (server disconnect, death, restart, load)
// NOT on level transitions within a game
//-----------------------------------------------------------------------------
void CServerGameDLL::GameShutdown(void)
{
const int index = 9;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// Purpose: Gets the simulation tick interfal
// Output : float
//-----------------------------------------------------------------------------
float CServerGameDLL::GetTickInterval(void)
{
const int index = 11;
return CallVFunc<float>(index, this);
}
// Pointer to CServerGameDLL virtual function table.
CServerGameDLL* g_pServerGameDLL = nullptr;
CServerGameClients* g_pServerGameClients = nullptr;