增加serverfunctionhash函数
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@@ -21,6 +21,11 @@ class CGlobalVars;
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class CSharedEdictChangeInfo;
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class IAchievementMgr;
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class CCommandContext;
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class EconControlPointInfo_t;
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struct EconItemInfo_t {
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};
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class bf_write;
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typedef uint32_t SpawnGroupHandle_t;
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typedef uint32_t SwapChainHandle_t;
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struct CEntityIndex
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@@ -78,7 +83,98 @@ public:
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virtual void* UnknownFunc1(const char* pszFilename, void* pUnknown1, void* pUnknown2, void* pUnknown3) = 0;
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virtual void UnknownFunc2() = 0;
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};
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class ISource2Server : public IAppSystem
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{
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public:
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virtual bool Unknown0() const = 0;
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virtual void SetGlobals(CGlobalVars* pGlobals) = 0;
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// Let the game .dll allocate it's own network/shared string tables
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virtual void GameCreateNetworkStringTables(void) = 0;
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virtual void WriteSignonMessages(const bf_write& buf) = 0;
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virtual void PreWorldUpdate(bool simulating) = 0;
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virtual void* GetEntity2Networkables(void) const = 0;
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virtual void* GetEntityInfo() = 0;
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// Called to apply lobby settings to a dedicated server
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virtual void ApplyGameSettings(KeyValues* pKV) = 0;
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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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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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// Used by commentary system to hide multiplayer commentary servers from the master.
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virtual bool ShouldHideFromMasterServer(bool bServerHasPassword) = 0;
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virtual void GetMatchmakingTags(char* buf, size_t bufSize) = 0;
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virtual void ServerHibernationUpdate(bool bHibernating) = 0;
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virtual void* GetServerGCLobby() = 0;
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virtual void GetMatchmakingGameData(CBufferString& buf) = 0;
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// return true to disconnect client due to timeout (used to do stricter timeouts when the game is sure the client isn't loading a map)
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virtual bool ShouldTimeoutClient(int nUserID, float flTimeSinceLastReceived) = 0;
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virtual void PrintStatus(CEntityIndex nPlayerEntityIndex, CBufferString& output) = 0;
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virtual int GetServerGameDLLFlags(void) const = 0;
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// Get the list of cvars that require tags to show differently in the server browser
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virtual void GetTaggedConVarList(KeyValues* pCvarTagList) = 0;
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// Give the list of datatable classes to the engine. The engine matches class names from here with
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// edict_t::classname to figure out how to encode a class's data for networking
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virtual void* GetAllServerClasses(void) = 0;
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virtual const char* GetActiveWorldName(void) const = 0;
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virtual bool IsPaused(void) const = 0;
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virtual bool GetNavMeshData(void* pNavMeshData) = 0;
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virtual void SetNavMeshData(const void* navMeshData) = 0;
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virtual void RegisterNavListener(void* pNavListener) = 0;
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virtual void UnregisterNavListener(void* pNavListener) = 0;
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virtual void* GetSpawnDebugInterface(void) = 0;
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virtual void* Unknown1(void) = 0;
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virtual void* GetToolGameSimulationAPI(void) = 0;
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virtual void GetAnimationActivityList(void* activityList) = 0;
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virtual void GetAnimationEventList(void* eventList) = 0;
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virtual void FilterPlayerCounts(int* pInOutHumans, int* pInOutHumansSlots, int* pInOutBots) = 0;
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// Called after the steam API has been activated post-level startup
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virtual void GameServerSteamAPIActivated(void) = 0;
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virtual void GameServerSteamAPIDeactivated(void) = 0;
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virtual void OnHostNameChanged(const char* pHostname) = 0;
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virtual void PreFatalShutdown(void) const = 0;
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virtual void UpdateWhenNotInGame(float flFrameTime) = 0;
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virtual void GetEconItemNamesForModel(const char* pModelName, bool bExcludeItemSets, bool bExcludeIndividualItems, void* econItemNames) = 0;
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virtual void GetEconItemNamesForCharacter(const char* pCharacterName, bool bExcludeItemSets, bool bExcludeIndividualItems, void* econItemNames) = 0;
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virtual void GetEconItemsInfoForModel(const char* pModelName, const char* pEconItemName, bool bExcludeItemSets, bool bExcludeIndividualItems, bool bExcludeStockItemSet, void* econInfo) = 0;
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virtual void GetEconItemsInfoForCharacter(const char* pCharacterName, const char* pEconItemName, bool bExcludeItemSets, bool bExcludeIndividualItems, bool bExcludeStockItemSet, void* econInfo) = 0;
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virtual void GetDefaultScaleForModel(const char* pModelName, bool bCheckLoadoutScale) = 0;
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virtual void GetDefaultScaleForCharacter(const char* pCharacterName, bool bCheckLoadoutScale) = 0;
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virtual void GetDefaultControlPointAutoUpdates(const char* pParticleSystemName, void* autoUpdates) = 0;
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virtual void GetCharacterNameForModel(const char* pModelName, bool bCheckItemModifiers, CUtlString& characterName) = 0;
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virtual void GetModelNameForCharacter(const char* pCharacterNamel, int nIndex, CBufferString& modelName) = 0;
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virtual void GetCharacterList(void* characterNames) = 0;
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virtual void GetDefaultChoreoDirForModel(const char* pModelName, CBufferString& defaultVCDDir) = 0;
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virtual void* GetEconItemSystem(void) = 0;
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virtual void ServerConVarChanged(const char* pVarName, const char* pValue) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface the engine exposes to the game DLL
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//-----------------------------------------------------------------------------
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