Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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Roman Chistokhodov 1d8d1b5d2e Use mouse input backend depending on the current engine 7 years ago
..
hl min->Q_min, max->Q_max. 7 years ago
Android.mk Fix wrong -std=c99 7 years ago
CMakeLists.txt Use mouse input backend depending on the current engine 7 years ago
GameStudioModelRenderer.cpp
GameStudioModelRenderer.h
GameStudioModelRenderer_Sample.cpp
GameStudioModelRenderer_Sample.h
MOTD.cpp Use vgui2 functions for utf-8 print 8 years ago
Makefile
StudioModelRenderer.cpp
StudioModelRenderer.h
ammo.cpp Fix compatibility with MSVC 6. 7 years ago
ammo.h
ammo_secondary.cpp
ammohistory.cpp
ammohistory.h
battery.cpp
camera.h
cdll_int.cpp Merge https://github.com/ValveSoftware/halflife/pull/1601 8 years ago
cl_dll.dsp
cl_dll.h Use mouse input backend depending on the current engine 7 years ago
cl_util.h Fix some warnings yet. 7 years ago
com_weapons.cpp Fix client build 7 years ago
com_weapons.h Merge branch 'master' of https://github.com/FWGS/hlsdk-xash3d into sdk-update 7 years ago
death.cpp Apply some @AlliedModders's patches. 8 years ago
demo.cpp
demo.h
entity.cpp Apply some @AlliedModders's patches. 8 years ago
ev_common.cpp
ev_hldm.cpp Add crowbar idle animations under CROWBAR_IDLE_ANIM macro. 7 years ago
ev_hldm.h
events.cpp
eventscripts.h
flashlight.cpp Merge 1c71f33cb0 7 years ago
geiger.cpp Apply some @AlliedModders's patches. 8 years ago
health.cpp
health.h
hud.cpp Implement cl_viewbob cvar for viewmodel bobbing. Same as in http://am.half-lifecreations.com/forums/index.php?topic=288.0 7 years ago
hud.h Use mouse input backend depending on the current engine 7 years ago
hud_iface.h
hud_msg.cpp
hud_redraw.cpp Fix build. 8 years ago
hud_servers.cpp
hud_servers.h
hud_servers_priv.h
hud_spectator.cpp Fix some warnings yet. 7 years ago
hud_spectator.h Fix some warnings yet. 7 years ago
hud_update.cpp
in_camera.cpp
in_defs.h
input.cpp
input_goldsource.cpp Use mouse input backend depending on the current engine 7 years ago
input_mouse.cpp Use mouse input backend depending on the current engine 7 years ago
input_mouse.h Use mouse input backend depending on the current engine 7 years ago
input_xash3d.cpp Use mouse input backend depending on the current engine 7 years ago
kbutton.h
menu.cpp Merge 136de25b61 8 years ago
message.cpp Apply some @AlliedModders's patches. 8 years ago
overview.cpp
overview.h
parsemsg.cpp
parsemsg.h
readme.txt
saytext.cpp
scoreboard.cpp Show long nicknames in scoreboard. 7 years ago
soundsystem.cpp
status_icons.cpp Apply some @AlliedModders's patches. 8 years ago
statusbar.cpp
studio_util.cpp
studio_util.h
text_message.cpp Prevent buffer overflow. 7 years ago
tf_defs.h
train.cpp
tri.cpp
util.cpp
util_vector.h
view.cpp Fix shadowing variables. 7 years ago
view.h

readme.txt

  client dll readme.txt

-------------------------

This file details the structure of the half-life client dll, and
how it communicates with the half-life game engine.


Engine callback functions:

Drawing functions:
HSPRITE SPR_Load( char *picname );
Loads a sprite into memory, and returns a handle to it.

int SPR_Frames( HSPRITE sprite );
Returns the number of frames stored in the specified sprite.

int SPR_Height( HSPRITE x, int frame )
Returns the height, in pixels, of a sprite at the specified frame.
Returns 0 is the frame number or the sprite handle is invalid.

int SPR_Width( HSPRITE x, int f )
Returns the width, in pixels, of a sprite at the specified frame.
Returns 0 is the frame number or the sprite handle is invalid.

int SPR_Set( HSPRITE sprite, int r, int g, int b );
Prepares a sprite about to be drawn. RBG color values are applied to the sprite at this time.


void SPR_Draw( int frame, int x, int y );
Precondition: SPR_Set has already been called for a sprite.
Draws the currently active sprite to the screen, at position (x,y), where (0,0) is
the top left-hand corner of the screen.


void SPR_DrawHoles( int frame, int x, int y );
Precondition: SPR_Set has already been called for a sprite.
Draws the currently active sprite to the screen. Color index #255 is treated as transparent.

void SPR_DrawAdditive( int frame, int x, int y );
Precondition: SPR_Set has already been called for a sprite.
Draws the currently active sprite to the screen, adding it's color values to the background.

void SPR_EnableScissor( int x, int y, int width, int height );
Creates a clipping rectangle. No pixels will be drawn outside the specified area. Will
stay in effect until either the next frame, or SPR_DisableScissor is called.

void SPR_DisableScissor( void );
Disables the effect of an SPR_EnableScissor call.

int IsHighRes( void );
returns 1 if the res mode is 640x480 or higher; 0 otherwise.

int ScreenWidth( void );
returns the screen width, in pixels.

int ScreenHeight( void );
returns the screen height, in pixels.

// Sound functions
void PlaySound( char *szSound, int volume )
plays the sound 'szSound' at the specified volume. Loads the sound if it hasn't been cached.
If it can't find the sound, it displays an error message and plays no sound.

void PlaySound( int iSound, int volume )
Precondition: iSound has been precached.
Plays the sound, from the precache list.


// Communication functions
void SendClientCmd( char *szCmdString );
sends a command to the server, just as if the client had typed the szCmdString at the console.

char *GetPlayerName( int entity_number );
returns a pointer to a string, that contains the name of the specified client.
Returns NULL if the entity_number is not a client.


DECLARE_MESSAGE(), HOOK_MESSAGE()
These two macros bind the message sending between the entity DLL and the client DLL to
the CHud object.

HOOK_MESSAGE( message_name )
This is used inside CHud::Init(). It calls into the engine to hook that message
from the incoming message stream.
Precondition: There must be a function of name UserMsg_message_name declared
for CHud. Eg, CHud::UserMsg_Health() must be declared if you want to
use HOOK_MESSAGE( Health );

DECLARE_MESSAGE( message_name )
For each HOOK_MESSAGE you must have an equivalent DECLARE_MESSAGE. This creates
a function which passes the hooked messages into the CHud object.


HOOK_COMMAND(), DECLARE_COMMAND()
These two functions declare and hook console commands into the client dll.

HOOK_COMMAND( char *command, command_name )
Whenever the user types the 'command' at the console, the function 'command_name'
will be called.
Precondition: There must be a function of the name UserCmd_command_name declared
for CHud. Eg, CHud::UserMsg_ShowScores() must be declared if you want to
use HOOK_COMMAND( "+showscores", ShowScores );

DECLARE_COMMAND( command_name )
For each HOOK_COMMAND you must have an equivelant DECLARE_COMMAND. This creates
a function which passes the hooked commands into the CHud object.