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@@ -193,6 +193,7 @@ public:
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class ISource2Server : public IAppSystem
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{
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public:
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//vmt index 11
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virtual bool Unknown0() const = 0;
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virtual void SetGlobals(CGlobalVars* pGlobals) = 0;
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@@ -213,6 +214,7 @@ public:
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// The server should run physics/think on all edicts
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// One of these bools is 'simulating'... probably
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// index 19
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virtual void GameFrame(bool simulating, bool bFirstTick, bool bLastTick) = 0;
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// Returns true if the game DLL wants the server not to be made public.
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@@ -91,6 +91,7 @@ public:
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class IEngineService : public IAppSystem
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{
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public:
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//vmt index 11
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virtual void* GetServiceDependencies(void) = 0;
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virtual const char* GetName(void) const = 0;
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virtual bool ShouldActivate(const char*) = 0;
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@@ -107,10 +108,12 @@ public:
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class INetworkServerService : public IEngineService
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{
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public:
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//vmt index 22
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virtual ~INetworkServerService() {}
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virtual INetworkGameServer * GetIGameServer(void) = 0;
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virtual bool IsActiveInGame(void) const = 0;
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virtual bool IsMultiplayer(void) const = 0;
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//vmt index 26
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virtual void StartupServer(const GameSessionConfiguration_t& config, ISource2WorldSession* pWorldSession, const char*) = 0;
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virtual void SetGameSpawnGroupMgr(IGameSpawnGroupMgr* pMgr) = 0;
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virtual void AddServerPrerequisites(const GameSessionConfiguration_t&, const char*, void*, bool) = 0;
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