Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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;
class IClientReplay;
bool ClientDLL_Load( void );
void ClientDLL_Unload ( void );
void ClientDLL_Init( void );
void ClientDLL_Shutdown( void );
void ClientDLL_HudVidInit( void );
void ClientDLL_ProcessInput( void );
void ClientDLL_Update( void );
void ClientDLL_VoiceStatus( int entindex, bool bTalking );
void ClientDLL_FrameStageNotify( ClientFrameStage_t frameStage );
ClientClass *ClientDLL_GetAllClasses( void );
CreateInterfaceFn ClientDLL_GetFactory( void );
//-----------------------------------------------------------------------------
// slow routine to draw a physics model
//-----------------------------------------------------------------------------
void DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, matrix3x4_t& transform, const color32 &color, bool drawAxes );
#ifndef SWDS
extern IBaseClientDLL *g_ClientDLL;
#endif
extern IVModelRender* modelrender;
extern IClientLeafSystemEngine* clientleafsystem;
extern bool g_bClientLeafSystemV1;
extern ClientClass *g_pClientClasses;
extern bool scr_drawloading;
extern IClientReplay *g_pClientReplay;
#endif // CDLL_ENGINE_INT_H