Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Expose functions from sys_dll.cpp.
//
// $NoKeywords: $
//=============================================================================//
#ifndef SYS_DLL_H
#define SYS_DLL_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IHammer; class IDataCache; class IPhysics; class IMDLCache; class IMatSystemSurface; class IAvi; class IBik; class IInputSystem; class IDedicatedExports; class ISoundEmitterSystemBase;
typedef unsigned short AVIHandle_t;
//-----------------------------------------------------------------------------
// Class factories
//-----------------------------------------------------------------------------
// This factory gets to many of the major app-single systems,
// including the material system, vgui, vgui surface, the file system.
extern CreateInterfaceFn g_AppSystemFactory;
// this factory connect the AppSystemFactory + client.dll + gameui.dll
extern CreateInterfaceFn g_GameSystemFactory;
//-----------------------------------------------------------------------------
// Singleton interfaces
//-----------------------------------------------------------------------------
extern IHammer *g_pHammer; extern IPhysics *g_pPhysics; extern IAvi *avi; extern IBik *bik; #ifdef _PS3
extern class IPS3SaveRestoreToUI *ps3saveuiapi; #endif
extern IDedicatedExports *dedicated;
//-----------------------------------------------------------------------------
// Other singletons
//-----------------------------------------------------------------------------
extern AVIHandle_t g_hCurrentAVI;
inline bool InEditMode() { return g_pHammer != NULL; }
struct modinfo_t { char szInfo[ 256 ]; char szDL [ 256 ]; char szHLVersion[ 32 ]; int version; int size; bool svonly; bool cldll; };
extern modinfo_t gmodinfo;
void LoadEntityDLLs( const char *szBaseDir, bool bServerOnly ); void UnloadEntityDLLs( void );
// This returns true if someone called Error() or Sys_Error() and we're exiting.
// Since we call exit() from inside those, some destructors need to be safe and not crash.
bool IsInErrorExit();
// error message
bool Sys_MessageBox(const char *title, const char *info, bool bShowOkAndCancel);
bool ServerDLL_Load( bool bServerOnly ); void ServerDLL_Unload();
extern CreateInterfaceFn g_ServerFactory;
const char *Sys_GetVersionString(); const char *Sys_GetProductString();
// SysDlls 3 loading and unloading entry points
bool SysDll3_Load(); void SysDll3_Unload(); DECLARE_LOGGING_CHANNEL( LOG_SERVER_LOG );
#endif
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