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client dll readme.txt
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-------------------------
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This file details the structure of the half-life client dll, and
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how it communicates with the half-life game engine.
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Engine callback functions:
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Drawing functions:
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HSPRITE SPR_Load( char *picname );
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Loads a sprite into memory, and returns a handle to it.
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int SPR_Frames( HSPRITE sprite );
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Returns the number of frames stored in the specified sprite.
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int SPR_Height( HSPRITE x, int frame )
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Returns the height, in pixels, of a sprite at the specified frame.
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Returns 0 is the frame number or the sprite handle is invalid.
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int SPR_Width( HSPRITE x, int f )
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Returns the width, in pixels, of a sprite at the specified frame.
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Returns 0 is the frame number or the sprite handle is invalid.
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int SPR_Set( HSPRITE sprite, int r, int g, int b );
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Prepares a sprite about to be drawn. RBG color values are applied to the sprite at this time.
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void SPR_Draw( int frame, int x, int y );
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Precondition: SPR_Set has already been called for a sprite.
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Draws the currently active sprite to the screen, at position (x,y), where (0,0) is
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the top left-hand corner of the screen.
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void SPR_DrawHoles( int frame, int x, int y );
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Precondition: SPR_Set has already been called for a sprite.
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Draws the currently active sprite to the screen. Color index #255 is treated as transparent.
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void SPR_DrawAdditive( int frame, int x, int y );
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Precondition: SPR_Set has already been called for a sprite.
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Draws the currently active sprite to the screen, adding it's color values to the background.
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void SPR_EnableScissor( int x, int y, int width, int height );
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Creates a clipping rectangle. No pixels will be drawn outside the specified area. Will
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stay in effect until either the next frame, or SPR_DisableScissor is called.
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void SPR_DisableScissor( void );
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Disables the effect of an SPR_EnableScissor call.
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int IsHighRes( void );
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returns 1 if the res mode is 640x480 or higher; 0 otherwise.
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int ScreenWidth( void );
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returns the screen width, in pixels.
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int ScreenHeight( void );
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returns the screen height, in pixels.
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// Sound functions
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void PlaySound( char *szSound, int volume )
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plays the sound 'szSound' at the specified volume. Loads the sound if it hasn't been cached.
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If it can't find the sound, it displays an error message and plays no sound.
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void PlaySound( int iSound, int volume )
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Precondition: iSound has been precached.
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Plays the sound, from the precache list.
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// Communication functions
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void SendClientCmd( char *szCmdString );
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sends a command to the server, just as if the client had typed the szCmdString at the console.
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char *GetPlayerName( int entity_number );
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returns a pointer to a string, that contains the name of the specified client.
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Returns NULL if the entity_number is not a client.
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DECLARE_MESSAGE(), HOOK_MESSAGE()
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These two macros bind the message sending between the entity DLL and the client DLL to
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the CHud object.
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HOOK_MESSAGE( message_name )
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This is used inside CHud::Init(). It calls into the engine to hook that message
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from the incoming message stream.
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Precondition: There must be a function of name UserMsg_message_name declared
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for CHud. Eg, CHud::UserMsg_Health() must be declared if you want to
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use HOOK_MESSAGE( Health );
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DECLARE_MESSAGE( message_name )
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For each HOOK_MESSAGE you must have an equivalent DECLARE_MESSAGE. This creates
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a function which passes the hooked messages into the CHud object.
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HOOK_COMMAND(), DECLARE_COMMAND()
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These two functions declare and hook console commands into the client dll.
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HOOK_COMMAND( char *command, command_name )
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Whenever the user types the 'command' at the console, the function 'command_name'
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will be called.
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Precondition: There must be a function of the name UserCmd_command_name declared
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for CHud. Eg, CHud::UserMsg_ShowScores() must be declared if you want to
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use HOOK_COMMAND( "+showscores", ShowScores );
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DECLARE_COMMAND( command_name )
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For each HOOK_COMMAND you must have an equivelant DECLARE_COMMAND. This creates
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a function which passes the hooked commands into the CHud object.
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