//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef ENGINECALLBACK_H #define ENGINECALLBACK_H #ifndef EIFACE_H #include "eiface.h" #endif #ifdef _LINUX #define random random_valve// stdlib.h defined random()..., and so does vstdlib/random.h #endif class IFileSystem; // include FileSystem.h class IUniformRandomStream; // include vstdlib/random.h class IEngineSound; // include engine/IEngineSound.h class IVEngineServer; class IVoiceServer; class IStaticPropMgrServer; class ISpatialPartition; class IVModelInfo; class IEngineTrace; class IGameEventManager2; class IVDebugOverlay; class IDataCache; class IMDLCache; class IServerEngineTools; extern IVEngineServer *engine; extern IVoiceServer *g_pVoiceServer; extern IFileSystem *filesystem; extern IStaticPropMgrServer *staticpropmgr; extern ISpatialPartition *partition; extern IEngineSound *enginesound; extern IUniformRandomStream *random; extern IVModelInfo *modelinfo; extern IEngineTrace *enginetrace; extern IGameEventManager2 *gameeventmanager; extern IVDebugOverlay *debugoverlay; extern IDataCache *datacache; extern IMDLCache *mdlcache; extern IServerEngineTools *serverenginetools; //----------------------------------------------------------------------------- // Precaches a material //----------------------------------------------------------------------------- void PrecacheMaterial( const char *pMaterialName ); //----------------------------------------------------------------------------- // Converts a previously precached material into an index //----------------------------------------------------------------------------- int GetMaterialIndex( const char *pMaterialName ); //----------------------------------------------------------------------------- // Converts a previously precached material index into a string //----------------------------------------------------------------------------- const char *GetMaterialNameFromIndex( int nMaterialIndex ); class IRecipientFilter; void EntityMessageBegin( CBaseEntity * entity, bool reliable = false ); void UserMessageBegin( IRecipientFilter& filter, const char *messagename ); void MessageEnd( void ); // bytewise void MessageWriteByte( int iValue); void MessageWriteChar( int iValue); void MessageWriteShort( int iValue); void MessageWriteWord( int iValue ); void MessageWriteLong( int iValue); void MessageWriteFloat( float flValue); void MessageWriteAngle( float flValue); void MessageWriteCoord( float flValue); void MessageWriteVec3Coord( const Vector& rgflValue); void MessageWriteVec3Normal( const Vector& rgflValue); void MessageWriteAngles( const QAngle& rgflValue); void MessageWriteString( const char *sz ); void MessageWriteEntity( int iValue); void MessageWriteEHandle( CBaseEntity *pEntity ); //encoded as a long // bitwise void MessageWriteBool( bool bValue ); void MessageWriteUBitLong( unsigned int data, int numbits ); void MessageWriteSBitLong( int data, int numbits ); void MessageWriteBits( const void *pIn, int nBits ); // Bytewise #define WRITE_BYTE (MessageWriteByte) #define WRITE_CHAR (MessageWriteChar) #define WRITE_SHORT (MessageWriteShort) #define WRITE_WORD (MessageWriteWord) #define WRITE_LONG (MessageWriteLong) #define WRITE_FLOAT (MessageWriteFloat) #define WRITE_ANGLE (MessageWriteAngle) #define WRITE_COORD (MessageWriteCoord) #define WRITE_VEC3COORD (MessageWriteVec3Coord) #define WRITE_VEC3NORMAL (MessageWriteVec3Normal) #define WRITE_ANGLES (MessageWriteAngles) #define WRITE_STRING (MessageWriteString) #define WRITE_ENTITY (MessageWriteEntity) #define WRITE_EHANDLE (MessageWriteEHandle) // Bitwise #define WRITE_BOOL (MessageWriteBool) #define WRITE_UBITLONG (MessageWriteUBitLong) #define WRITE_SBITLONG (MessageWriteSBitLong) #define WRITE_BITS (MessageWriteBits) #endif //ENGINECALLBACK_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |