Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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Andrey Akhmichin 3c515fd603 Merge branch 'master' into CAd 5 years ago
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hl Merge branch 'master' into CAd 5 years ago
Android.mk Merge branch 'master' into CAd 7 years ago
CMakeLists.txt Merge branch 'master' into CAd 5 years ago
GameStudioModelRenderer.cpp Include tgmath.h and cmath headers. 5 years ago
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GameStudioModelRenderer_Sample.cpp Include tgmath.h and cmath headers. 5 years ago
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MOTD.cpp Fix some potential troubles. 5 years ago
StudioModelRenderer.cpp Fix some potential troubles. 5 years ago
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ammo.cpp More double promotion fixes. 5 years ago
ammo.h Do not reorganize variables in classes. Add missing #pragma once directives and more #include guards. 7 years ago
ammo_secondary.cpp More double promotion fixes. 5 years ago
ammohistory.cpp client: min->Q_min, max->Q_max. 5 years ago
ammohistory.h Do not reorganize variables in classes. Add missing #pragma once directives and more #include guards. 7 years ago
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cdll_int.cpp Fix some potential troubles. 5 years ago
cl_dll.dsp Some cleanup. Add false_vgui include path to makefiles 7 years ago
cl_dll.h Fix warnings. 5 years ago
cl_util.h client: min->Q_min, max->Q_max. 5 years ago
com_weapons.cpp Partially fix double promotion. 5 years ago
com_weapons.h Add a missing con qualifier in HUD_PlaybackEvent function. 5 years ago
compile.bat Add spaces between source files in compile.bat 6 years ago
death.cpp client: make some cvars archive. 5 years ago
demo.cpp Fix some potential troubles. 5 years ago
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entity.cpp Partially fix double promotion. 5 years ago
ev_common.cpp Client format. 9 years ago
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health.cpp Fix some potential troubles. 5 years ago
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hud.cpp Merge branch 'master' into CAd 5 years ago
hud.h Some fixes for FoV, HUD, egon flare and new compilers. (#52) 7 years ago
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hud_msg.cpp Always update gHUD.m_iFOV on SetFOV message. Fix #53 7 years ago
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input_xash3d.cpp Partially fix double promotion. 5 years ago
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parsemsg.cpp Client format. 9 years ago
parsemsg.h Do not reorganize variables in classes. Add missing #pragma once directives and more #include guards. 7 years ago
readme.txt Upload first port 9 years ago
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scoreboard.cpp More double promotion fixes. 5 years ago
soundsystem.cpp Client format. 9 years ago
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statusbar.cpp client: min->Q_min, max->Q_max. 5 years ago
studio_util.cpp Partially fix double promotion. 5 years ago
studio_util.h Partially fix double promotion. 5 years ago
text_message.cpp Replace snprintf by _snprintf, for MSVC 7 years ago
tf_defs.h Revert some changes from PR 8 years ago
train.cpp Client format. 9 years ago
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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.