r5sdk/r5dev/game/server/gameinterface.cpp
2023-01-17 11:21:10 +01:00

101 lines
3.5 KiB
C++

//=============================================================================//
//
// 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"
#include "public/server_class.h"
#include "public/eiface.h"
//-----------------------------------------------------------------------------
// This is called when a new game is started. (restart, map)
//-----------------------------------------------------------------------------
void CServerGameDLL::GameInit(void)
{
const static int index = 1;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// This is called when scripts are getting recompiled. (restart, map, changelevel)
//-----------------------------------------------------------------------------
void CServerGameDLL::PrecompileScriptsJob(void)
{
const static int index = 2;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// Called when a level is shutdown (including changing levels)
//-----------------------------------------------------------------------------
void CServerGameDLL::LevelShutdown(void)
{
const static 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)
{
// Game just calls a nullsub for GameShutdown lol.
const static int index = 9;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// Purpose: Gets the simulation tick interval
// Output : float
//-----------------------------------------------------------------------------
float CServerGameDLL::GetTickInterval(void)
{
const static int index = 11;
return CallVFunc<float>(index, this);
}
//-----------------------------------------------------------------------------
// Purpose: get all server classes
// Output : ServerClass*
//-----------------------------------------------------------------------------
ServerClass* CServerGameDLL::GetAllServerClasses(void)
{
const static int index = 12;
return CallVFunc<ServerClass*>(index, this);
}
void __fastcall CServerGameDLL::OnReceivedSayTextMessage(void* thisptr, int senderId, const char* text, bool isTeamChat)
{
#if defined(GAMEDLL_S3)
// set isTeamChat to false so that we can let the convar sv_forceChatToTeamOnly decide whether team chat should be enforced
// this isn't a great way of doing it but it works so meh
CServerGameDLL__OnReceivedSayTextMessage(thisptr, senderId, text, false);
#endif
}
void CServerGameDLL_Attach()
{
#if defined(GAMEDLL_S3)
DetourAttach((LPVOID*)&CServerGameDLL__OnReceivedSayTextMessage, &CServerGameDLL::OnReceivedSayTextMessage);
#endif
}
void CServerGameDLL_Detach()
{
#if defined(GAMEDLL_S3)
DetourDetach((LPVOID*)&CServerGameDLL__OnReceivedSayTextMessage, &CServerGameDLL::OnReceivedSayTextMessage);
#endif
}
CServerGameDLL* g_pServerGameDLL = nullptr;
CServerGameClients* g_pServerGameClients = nullptr;
CServerGameEnts* g_pServerGameEntities = nullptr;
// Holds global variables shared between engine and game.
CGlobalVars* g_pGlobals = nullptr;