//=============================================================================// // // Purpose: Interface the engine exposes to the game DLL // //=============================================================================// #include "vengineserver_impl.h" //----------------------------------------------------------------------------- // Purpose: sets the persistence var in the CClient instance to 'ready' //----------------------------------------------------------------------------- bool CVEngineServer::PersistenceAvailable(void* entidx, int clientidx) { /////////////////////////////////////////////////////////////////////////// return IVEngineServer__PersistenceAvailable(entidx, clientidx); } void HVEngineServer::Attach() const { DetourAttach(&IVEngineServer__PersistenceAvailable, &CVEngineServer::PersistenceAvailable); } void HVEngineServer::Detach() const { DetourDetach(&IVEngineServer__PersistenceAvailable, &CVEngineServer::PersistenceAvailable); } /////////////////////////////////////////////////////////////////////////////// ServerPlayer_t g_ServerPlayer[MAX_PLAYERS]; IVEngineServer* g_pEngineServerVFTable = nullptr; CVEngineServer* g_pEngineServer = reinterpret_cast(&g_pEngineServerVFTable);