Counter Strike : Global Offensive Source Code
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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef ENGINECALLBACK_H
#define ENGINECALLBACK_H
#ifndef EIFACE_H
#include "eiface.h"
#endif
#ifdef POSIX
#define random random_valve// stdlib.h defined random()..., and so does vstdlib/random.h
#endif
#include "tier3/tier3.h"
#include "tier2/tier2_logging.h"
#include "google/protobuf/message.h"
class IFileSystem; // include FileSystem.h
class IUniformRandomStream; // include vstdlib/random.h
class IEngineSound; // include engine/IEngineSound.h
class IVEngineServer; class IVoiceServer; class IStaticPropMgrServer; class ISpatialPartition; class IVModelInfo; class IEngineTrace; class IGameEventManager2; class IVDebugOverlay; class IDataCache; class IMDLCache; class IServerEngineTools; class IXboxSystem; class IScriptManager; class IServerFoundry; class CSteamAPIContext; class CSteamGameServerAPIContext;
extern IVEngineServer *engine; extern IVoiceServer *g_pVoiceServer; extern IFileSystem *filesystem; extern IStaticPropMgrServer *staticpropmgr; extern ISpatialPartition *partition; extern IEngineSound *enginesound; extern IVModelInfo *modelinfo; extern IEngineTrace *enginetrace; extern IFileLoggingListener *filelogginglistener; extern IGameEventManager2 *gameeventmanager; extern IVDebugOverlay *debugoverlay; extern IServerEngineTools *serverenginetools; extern IServerFoundry *serverfoundry; extern IXboxSystem *xboxsystem; // 360 only
extern IScriptManager *scriptmanager;
#if !defined( NO_STEAM )
extern CSteamAPIContext *steamapicontext; // available on game clients
extern CSteamGameServerAPIContext *steamgameserverapicontext; //available on game servers
#endif
#ifdef INFESTED_DLL
class IASW_Mission_Chooser; extern IASW_Mission_Chooser *missionchooser; #endif
//-----------------------------------------------------------------------------
// Precaches a material
//-----------------------------------------------------------------------------
void PrecacheMaterial( const char *pMaterialName );
//-----------------------------------------------------------------------------
// Converts a previously precached material into an index
//-----------------------------------------------------------------------------
int GetMaterialIndex( const char *pMaterialName );
//-----------------------------------------------------------------------------
// Converts a previously precached material index into a string
//-----------------------------------------------------------------------------
const char *GetMaterialNameFromIndex( int nMaterialIndex );
//-----------------------------------------------------------------------------
// Precache-related methods for particle systems
//-----------------------------------------------------------------------------
int PrecacheParticleSystem( const char *pParticleSystemName ); int GetParticleSystemIndex( const char *pParticleSystemName ); const char *GetParticleSystemNameFromIndex( int nIndex );
//-----------------------------------------------------------------------------
// Precache-related methods for movies
//-----------------------------------------------------------------------------
void PrecacheMovie( const char *pMovieName ); int GetMovieIndex( const char *pMovieName ); const char *GetMovieNameFromIndex( int nMovieIndex );
//-----------------------------------------------------------------------------
// Precache-related methods for effects (used by DispatchEffect)
//-----------------------------------------------------------------------------
void PrecacheEffect( const char *pParticleSystemName ); int GetEffectIndex( const char *pParticleSystemName ); const char *GetEffectNameFromIndex( int nIndex );
class IRecipientFilter; void EntityMessageBegin( CBaseEntity * entity, bool reliable = false ); void MessageEnd( void );
// bytewise
void MessageWriteByte( int iValue); void MessageWriteChar( int iValue); void MessageWriteShort( int iValue); void MessageWriteWord( int iValue ); void MessageWriteLong( int iValue); void MessageWriteFloat( float flValue); void MessageWriteAngle( float flValue); void MessageWriteCoord( float flValue); void MessageWriteVec3Coord( const Vector& rgflValue); void MessageWriteVec3Normal( const Vector& rgflValue); void MessageWriteAngles( const QAngle& rgflValue); void MessageWriteString( const char *sz ); void MessageWriteEntity( int iValue); void MessageWriteEHandle( CBaseEntity *pEntity ); //encoded as a long
// bitwise
void MessageWriteBool( bool bValue ); void MessageWriteUBitLong( unsigned int data, int numbits ); void MessageWriteSBitLong( int data, int numbits ); void MessageWriteBits( const void *pIn, int nBits ); void MessageWriteBitVecIntegral( const Vector& vecValue );
// Bytewise
#define WRITE_BYTE (MessageWriteByte)
#define WRITE_CHAR (MessageWriteChar)
#define WRITE_SHORT (MessageWriteShort)
#define WRITE_WORD (MessageWriteWord)
#define WRITE_LONG (MessageWriteLong)
#define WRITE_FLOAT (MessageWriteFloat)
#define WRITE_ANGLE (MessageWriteAngle)
#define WRITE_COORD (MessageWriteCoord)
#define WRITE_VEC3COORD (MessageWriteVec3Coord)
#define WRITE_VEC3NORMAL (MessageWriteVec3Normal)
#define WRITE_ANGLES (MessageWriteAngles)
#define WRITE_STRING (MessageWriteString)
#define WRITE_ENTITY (MessageWriteEntity)
#define WRITE_EHANDLE (MessageWriteEHandle)
// Bitwise
#define WRITE_BOOL (MessageWriteBool)
#define WRITE_UBITLONG (MessageWriteUBitLong)
#define WRITE_SBITLONG (MessageWriteSBitLong)
#define WRITE_BITS (MessageWriteBits)
#define WRITE_VEC3_INTEGRAL (MessageWriteBitVecIntegral)
//-----------------------------------------------------------------------------
// Send a user message
//-----------------------------------------------------------------------------
class IRecipientFilter; void SendUserMessage( IRecipientFilter& filter, int message, const ::google::protobuf::Message &msg );
#endif //ENGINECALLBACK_H
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