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* Changed 'CClient' handle time to 'edict_t' which is an alias of 'uint16_t'. * Changed 'g_pServerGameDLL' and 'g_pServerGameClients' init (obtain from factory instead). * Use interface version macro's for obtaining factory pointers instead. * Added 'g_pServerGameEntities'.
41 lines
1.4 KiB
C++
41 lines
1.4 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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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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//-----------------------------------------------------------------------------
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// Purpose: Interface to get at server clients
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//-----------------------------------------------------------------------------
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abstract_class IServerGameClients
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{
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public:
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// Get server max players and lower bound for same
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virtual void GetPlayerLimits(int& nMinPlayers, int& nMaxPlayers, int& nDefaultMaxPlayers) const = 0;
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// Client is connecting to server ( return false to reject the connection )
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// You can specify a rejection message by writing it into pszReject
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virtual bool ClientConnect(edict_t nEntity, char const* pszName, char const* pszAddress, char* pszReject, int nMaxRejectLen) = 0;
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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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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface to get at server entities
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//-----------------------------------------------------------------------------
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abstract_class IServerGameEnts
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{
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public:
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// !TODO
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};
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#endif // EIFACE_H
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