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Server: map IServerGameClients interface out
Not everything has been reversed yet.
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277a2bf48b
commit
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@ -154,7 +154,7 @@ void DrawServerHitboxes(bool bRunOverlays)
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}
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}
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void CServerGameClients::ProcessUserCmds(CServerGameClients* thisp, edict_t edict,
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void CServerGameClients::_ProcessUserCmds(CServerGameClients* thisp, edict_t edict,
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bf_read* buf, int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused)
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{
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int i;
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@ -209,7 +209,7 @@ void VServerGameDLL::Detour(const bool bAttach) const
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{
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DetourSetup(&CServerGameDLL__DLLInit, &CServerGameDLL::DLLInit, bAttach);
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DetourSetup(&CServerGameDLL__OnReceivedSayTextMessage, &CServerGameDLL::OnReceivedSayTextMessage, bAttach);
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DetourSetup(&CServerGameClients__ProcessUserCmds, CServerGameClients::ProcessUserCmds, bAttach);
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DetourSetup(&CServerGameClients__ProcessUserCmds, CServerGameClients::_ProcessUserCmds, bAttach);
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DetourSetup(&v_RunFrameServer, &RunFrameServer, bAttach);
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}
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@ -38,7 +38,7 @@ public: // Hook statics
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class CServerGameClients : public IServerGameClients
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{
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public:
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static void ProcessUserCmds(CServerGameClients* thisp, edict_t edict, bf_read* buf,
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static void _ProcessUserCmds(CServerGameClients* thisp, edict_t edict, bf_read* buf,
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int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused);
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private:
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};
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@ -8,6 +8,7 @@
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#ifndef EIFACE_H
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#define EIFACE_H
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#include "edict.h"
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#include "tier1/cmd.h"
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#include "tier1/bitbuf.h"
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#include "tier1/keyvalues.h"
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@ -32,7 +33,28 @@ public:
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// Client is going active
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// If bLoadGame is true, don't spawn the player because its state is already setup.
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virtual void ClientActive(edict_t nEntity, bool bLoadGame) = 0;
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virtual void ClientFullyConnect(edict_t nEntity, bool bRestore) = 0;
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// Client is disconnecting from server
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virtual void ClientDisconnect(edict_t nEntity, void* unk) = 0;
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// Client is connected and should be put in the game
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virtual void ClientPutInServer(edict_t nEntity, const char* playername) = 0;
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// The client has typed a command at the console
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virtual void ClientCommand(edict_t nEntity, const CCommand& args) = 0;
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// A player changed one/several replicated cvars (name etc)
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virtual void ClientSettingsChanged(edict_t nEntity) = 0;
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// A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
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virtual void ProcessUsercmds(edict_t nEntity, bf_read* buf, int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused) = 0;
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virtual void* sub_140D5F910(edict_t nEntity) = 0;
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// The client has submitted a keyvalues command
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virtual void ClientCommandKeyValues(edict_t nEntity, KeyValues* pKeyValues) = 0;
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};
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#define INTERFACEVERSION_SERVERGAMECLIENTS_NEW "ServerGameClients004"
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