//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef CDLL_ENGINE_INT_H #define CDLL_ENGINE_INT_H #ifdef _WIN32 #pragma once #endif #include "cdll_int.h" class IVModelRender; class IClientLeafSystemEngine; class ClientClass; bool ClientDLL_Load( void ); void ClientDLL_Unload ( void ); void ClientDLL_Init( void ); void ClientDLL_Connect( void ); void ClientDLL_Disconnect(); void ClientDLL_Shutdown( void ); void ClientDLL_GameInit(); void ClientDLL_GameShutdown(); void ClientDLL_HudVidInit( void ); void ClientDLL_ProcessInput( void ); void ClientDLL_Update( void ); void ClientDLL_VoiceStatus( int entindex, int iSsSlot, bool bTalking ); // returns false if the player can't hear the other client due to game rules (eg. the other team) bool ClientDLL_IsPlayerAudible( int iPlayerIndex ); // Returns the index of the entity the local player is spectating, if any, otherwise returns -1 int ClientDLL_GetSpectatorTarget( ClientDLLObserverMode_t *pObserverMode ); void ClientDLL_FrameStageNotify( ClientFrameStage_t frameStage ); ClientClass *ClientDLL_GetAllClasses( void ); CreateInterfaceFn ClientDLL_GetFactory( void ); void ClientDLL_OnActiveSplitscreenPlayerChanged( int slot ); void ClientDLL_OnSplitScreenStateChanged(); vgui::VPANEL ClientDLL_GetFullscreenClientDLLVPanel( void ); //----------------------------------------------------------------------------- // slow routine to draw a physics model //----------------------------------------------------------------------------- void DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, const matrix3x4_t& transform, const color32 &color, bool drawAxes ); #ifndef DEDICATED extern IBaseClientDLL *g_ClientDLL; #endif extern IVModelRender* modelrender; extern ClientClass *g_pClientClasses; extern IClientLeafSystemEngine* clientleafsystem; extern bool scr_drawloading; #endif // CDLL_ENGINE_INT_H