Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENGINE_HLDS_API_H
#define ENGINE_HLDS_API_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "appframework/IAppSystem.h"
#define VENGINE_HLDS_API_VERSION "VENGINE_HLDS_API_VERSION002"
struct ModInfo_t
{
void *m_pInstance;
const char *m_pBaseDirectory; // Executable directory ("c:/program files/half-life 2", for example)
const char *m_pInitialMod; // Mod name ("cstrike", for example)
const char *m_pInitialGame; // Root game name ("hl2", for example, in the case of cstrike)
CAppSystemGroup *m_pParentAppSystemGroup;
bool m_bTextMode;
};
//-----------------------------------------------------------------------------
// Purpose: This is the interface exported by the engine.dll to allow a dedicated server front end
// application to host it.
//-----------------------------------------------------------------------------
class IDedicatedServerAPI : public IAppSystem
{
// Functions
public:
// Initialize the engine with the specified base directory and interface factories
virtual bool ModInit( ModInfo_t &info ) = 0;
// Shutdown the engine
virtual void ModShutdown( void ) = 0;
// Run a frame
virtual bool RunFrame( void ) = 0;
// Insert text into console
virtual void AddConsoleText( char *text ) = 0;
// Get current status to display in the hlds UI (console window title bar, e.g. )
virtual void UpdateStatus(float *fps, int *nActive, int *nMaxPlayers, char *pszMap, int maxlen ) = 0;
// Get current Hostname to display in the hlds UI (console window title bar, e.g. )
virtual void UpdateHostname(char *pszHostname, int maxlen) = 0;
};
#endif // ENGINE_HLDS_API_H