Files
csgo2_tiny_server_plugin_sy…/csgo2/sdk/public/eiface.h
2023-10-01 02:28:13 +08:00

120 lines
4.3 KiB
C++

#pragma once
#include "../sdk.h"
#include "IAppSystem.h"
#include "../tier1/bufferstring.h"
#include "../convar/convar.hpp"
struct vis_info_t;
class IHLTVServer;
class IHLTVDirector;
class CSteamID;
struct CEntityIndex
{
CEntityIndex(int index)
{
_index = index;
}
int Get() const
{
return _index;
}
int _index;
bool operator==(const CEntityIndex& other) const { return other._index == _index; }
bool operator!=(const CEntityIndex& other) const { return other._index != _index; }
};
//-----------------------------------------------------------------------------
// Purpose: Player / Client related functions
//-----------------------------------------------------------------------------
class ISource2GameClients : public IAppSystem
{
public:
virtual void OnClientConnected(CPlayerSlot slot, const char* pszName, uint64_t xuid, const char* pszNetworkID, const char* pszAddress, bool bFakePlayer) = 0;
// Called when the client attempts to connect (doesn't get called for bots)
// returning false would reject the connection with the pRejectReason message
virtual bool ClientConnect(CPlayerSlot slot, const char* pszName, uint64_t xuid, const char* pszNetworkID, bool unk1, CBufferString* pRejectReason);
// Client is connected and should be put in the game
// type values could be:
// 0 - player
// 1 - fake player (bot)
// 2 - unknown
virtual void ClientPutInServer(CPlayerSlot slot, char const* pszName, int type, uint64_t xuid) = 0;
// Client is going active
// If bLoadGame is true, don't spawn the player because its state is already setup.
virtual void ClientActive(CPlayerSlot slot, bool bLoadGame, const char* pszName, uint64_t xuid) = 0;
virtual void ClientFullyConnect(CPlayerSlot slot) = 0;
// Client is disconnecting from server
virtual void ClientDisconnect(CPlayerSlot slot, /* ENetworkDisconnectionReason */ int reason,
const char* pszName, uint64_t xuid, const char* pszNetworkID) = 0;
// Sets the client index for the client who typed the command into his/her console
// virtual void SetCommandClient( CPlayerSlot slot) = 0;
// The client has typed a command at the console
virtual void ClientCommand(CPlayerSlot slot, const CCommand& args) = 0;
// A player changed one/several replicated cvars (name etc)
virtual void ClientSettingsChanged(CPlayerSlot slot) = 0;
// Determine PVS origin and set PVS for the player/viewentity
virtual void ClientSetupVisibility(CPlayerSlot slot, vis_info_t* visinfo) = 0;
// A block of CUserCmds has arrived from the user, decode them and buffer for execution during player simulation
virtual float ProcessUsercmds(CPlayerSlot slot, void* buf, int numcmds, bool ignore, bool paused) = 0;
virtual bool IsPlayerSlotOccupied(CPlayerSlot slot) = 0;
virtual bool IsPlayerAlive(CPlayerSlot slot) = 0;
virtual int GetPlayerScore(CPlayerSlot slot) = 0;
// Get the ear position for a specified client
virtual void ClientEarPosition(CPlayerSlot slot, void* pEarOrigin) = 0;
// Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair)
// can be added here
virtual void GetBugReportInfo(CBufferString& buf) = 0;
// TERROR: A player sent a voice packet
virtual void ClientVoice(CPlayerSlot slot) = 0;
// A user has had their network id setup and validated
virtual void NetworkIDValidated(const char* pszUserName, const char* pszNetworkID) = 0;
// The client has submitted a keyvalues command
virtual void ClientCommandKeyValues(CPlayerSlot slot, void* pKeyValues) = 0;
virtual bool ClientCanPause(CPlayerSlot slot) = 0;
virtual void HLTVClientFullyConnect(int index, const CSteamID& steamID) = 0;
virtual bool CanHLTVClientConnect(int index, const CSteamID& steamID, int* pRejectReason) = 0;
virtual void StartHLTVServer(CEntityIndex index) = 0;
virtual void SendHLTVStatusMessage(IHLTVServer*, bool, bool, const char*, int, int, int) = 0;
virtual IHLTVDirector* GetHLTVDirector(void) = 0;
virtual void unk002(CPlayerSlot slot) = 0;
virtual void unk003(CPlayerSlot slot) = 0;
// Something NetMessage related
virtual void unk004() = 0;
// Something pawn related
virtual void unk005() = 0;
virtual void unk006() = 0;
virtual void unk007() = 0;
virtual void unk008() = 0;
};
typedef ISource2GameClients IServerGameClients;