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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Expose functions from sv_main.cpp.
//
// $NoKeywords: $
//===========================================================================//
#ifndef SV_MAIN_H
#define SV_MAIN_H
#include "edict.h"
#include "packed_entity.h"
#include "utlvector.h"
#include "convar.h"
#include "netadr.h"
#include "checksum_crc.h"
#include "soundflags.h"
#include "tier1/bitbuf.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "netmessages.pb.h"
class CGameClient;
//===========================================================
// sv_main.c
// Which areas are we going to transmit (usually 1, but with portals you can see into multiple other areas).
extern CUtlVector<int> g_AreasNetworked;
void SV_ProcessVoice( void ); void SV_Frame( bool send_client_updates ); void SV_FrameExecuteThreadDeferred();
void SV_InitGameDLL( void );
void SV_ReplicateConVarChange( ConVar const *var, char const *newValue ); void SV_ExecuteRemoteCommand( const char *pCommand, int nClientSlot = -1 ); void SV_InstallClientStringTableMirrors( void );
void SV_ResetModInfo( void );
class IRecipientFilter;
void SV_StartSound ( IRecipientFilter& filter, edict_t *pSoundEmittingEntity, int iChannel, const char *pSoundEntry, HSOUNDSCRIPTHASH iSoundEntryHash, const char *pSample, float flVolume, soundlevel_t iSoundLevel, int iFlags, int iPitch, const Vector *pOrigin, float soundtime, int speakerentity, CUtlVector< Vector >* pUtlVecOrigins, int nSeed );
int SV_ModelIndex (const char *name); int SV_FindOrAddModel (const char *name, bool preload ); int SV_SoundIndex (const char *name); int SV_FindOrAddSound(const char *name, bool preload ); int SV_GenericIndex(const char *name); int SV_FindOrAddGeneric(const char *name, bool preload ); int SV_DecalIndex(const char *name); int SV_FindOrAddDecal(const char *name, bool preload );
void SV_ForceExactFile( const char *name ); void SV_ForceSimpleMaterial( const char *name ); void SV_ForceModelBounds( const char *name, const Vector &mins, const Vector &maxs );
void SV_Physics( bool bIsSimulating ); void SV_PreClientUpdate( bool bIsSimulating );
class IServerEntity;
void SV_ExecuteClientMessage (CGameClient *cl);
bool SV_ActivateServer();
#ifdef ENABLE_RPT
void SV_NotifyRPTOfDisconnect( int nClientSlot ); #endif // ENABLE_RPT
// sv_redirect.cpp
enum redirect_t { RD_NONE = 0, // server console
RD_CLIENT, // client console
RD_PACKET, // connectionless UDP
RD_SOCKET // TCP/IP remote socket
};
bool SV_RedirectActive( void ); void SV_RedirectAddText( const char *txt ); void SV_RedirectStart( redirect_t rd, const netadr_t *addr ); void SV_RedirectEnd( void );
class ServerClass; class IClient; class CClientFrame;
// Builds an alternate copy of the datatable for any classes that have datatables with props excluded.
void SV_InitSendTables( ServerClass *pClasses ); void SV_TermSendTables( ServerClass *pClasses );
// send voice data from cl to other clients
void SV_BroadcastVoiceData(IClient * cl, const CCLCMsg_VoiceData& msg ); void SV_SendRestoreMsg( bf_write &dest );
// A client has uploaded its logo to us;
void SV_SendLogo( CRC32_t& logoCRC ); void SV_PruneRequestList( void );
/*
============= Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the given point. ============= */ void SV_ResetPVS( byte* pvs, int pvssize ); void SV_AddOriginToPVS( const Vector& origin );
extern CGlobalVars g_ServerGlobalVariables;
void SV_CheckForFlushMemory( const char *pCurrentMapName, const char *pDestMapName ); bool SV_FlushMemoryIfMarked(); void SV_FlushMemoryOnNextServer();
void SV_SetSteamCrashComment();
#endif
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