Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ISERVERENGINETOOLS_H
#define ISERVERENGINETOOLS_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
//-----------------------------------------------------------------------------
// Purpose: exposed from engine to game .dll
//-----------------------------------------------------------------------------
class IServerEngineTools : public IBaseInterface
{
public:
// Level init, shutdown
virtual void LevelInitPreEntityAllTools() = 0;
// entities are created / spawned / precached here
virtual void LevelInitPostEntityAllTools() = 0;
virtual void LevelShutdownPreEntityAllTools() = 0;
// Entities are deleted / released here...
virtual void LevelShutdownPostEntityAllTools() = 0;
// end of level shutdown
// Called each frame before entities think
virtual void FrameUpdatePreEntityThinkAllTools() = 0;
// called after entities think
virtual void FrameUpdatePostEntityThinkAllTools() = 0;
virtual void PreClientUpdateAllTools() = 0;
// FIXME: PostClientUpdateAllTools()???
// The server uses this to call into the tools to get the actual
// entities to spawn on startup
virtual const char* GetEntityData( const char *pActualEntityData ) = 0;
virtual void PreSetupVisibilityAllTools() = 0;
virtual bool InToolMode() = 0;
};
#define VSERVERENGINETOOLS_INTERFACE_VERSION "VSERVERENGINETOOLS001"
#endif // ISERVERENGINETOOLS_H