Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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Andrey Akhmichin 2f13985e23 Revert "cmake: force to use library naming scheme." 1 year ago
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hl Fix client tripmine body and weapon bodies passed to EV_WeaponAnimation (#298) 2 years ago
Android.mk Remove useless files overview.cpp/.h. 2 years ago
CMakeLists.txt Revert "cmake: force to use library naming scheme." 1 year ago
GameStudioModelRenderer.cpp client: remove useless defines 5 years ago
GameStudioModelRenderer.h All copyright symbols to (c) 7 years ago
GameStudioModelRenderer_Sample.cpp client: remove useless defines 5 years ago
GameStudioModelRenderer_Sample.h All copyright symbols to (c) 7 years ago
MOTD.cpp client: Fix compilation. 1 year ago
StudioModelRenderer.cpp client: remove useless defines 5 years ago
StudioModelRenderer.h All copyright symbols to (c) 7 years ago
ammo.cpp Fix crowbar not showing in weapon list if there are empty weapon slots with lower id. 3 years ago
ammo.h #ifdef->#if. 4 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 #ifdef->#if. 4 years ago
battery.cpp More double promotion fixes. 5 years ago
camera.h #ifdef->#if. 4 years ago
cdll_int.cpp Use definitions from build.h everywhere. 1 year ago
cl_dll.h Include build.h. 1 year ago
cl_util.h #ifdef->#if. 4 years ago
com_weapons.cpp Fix client event angles (#290) 2 years ago
com_weapons.h Fix client event angles (#290) 2 years ago
compile.bat Remove useless files overview.cpp/.h. 2 years ago
death.cpp More safe strncpy usage. 2 years ago
demo.cpp client: remove useless defines 5 years ago
demo.h All copyright symbols to (c) 7 years ago
entity.cpp Use MAX_WEAPONS constant instead of magic numbers (#294) 2 years ago
ev_common.cpp Client format. 9 years ago
ev_hldm.cpp client: use normal player tracer to avoid "ghost shots". 1 year ago
ev_hldm.h All copyright symbols to (c) 7 years ago
events.cpp All copyright symbols to (c) 7 years ago
eventscripts.h All copyright symbols to (c) 7 years ago
flashlight.cpp Partially fix double promotion. 5 years ago
geiger.cpp Fix some potential troubles. 5 years ago
health.cpp Fix some potential troubles. 5 years ago
health.h #ifdef->#if. 4 years ago
hud.cpp Revert "Change view rolling via separate cvars under GoldSource." 1 year ago
hud.h Get VGUI back (optionally) (#194) 3 years ago
hud_iface.h client: remove useless defines 5 years ago
hud_msg.cpp Always update gHUD.m_iFOV on SetFOV message. Fix #53 7 years ago
hud_redraw.cpp Fix strange sprintf usage. 2 years ago
hud_servers_priv.h All copyright symbols to (c) 7 years ago
hud_spectator.cpp More safe strncpy usage. 2 years ago
hud_spectator.h Get VGUI back (optionally) (#194) 3 years ago
hud_update.cpp client: remove useless defines 5 years ago
in_camera.cpp Use definitions from build.h everywhere. 1 year ago
in_defs.h Get VGUI back (optionally) (#194) 3 years ago
input.cpp Handle key input in vgui (#198) 3 years ago
input_goldsource.cpp Use definitions from build.h everywhere. 1 year ago
input_mouse.cpp #ifdef->#if. 4 years ago
input_mouse.h Include build.h. 1 year ago
input_xash3d.cpp Get VGUI back (optionally) (#194) 3 years ago
kbutton.h All copyright symbols to (c) 7 years ago
menu.cpp More safe strncpy usage. 2 years ago
message.cpp Fix drawing non-latin characters from titles.txt (#261) 3 years ago
parsemsg.cpp Client format. 9 years ago
parsemsg.h #ifdef->#if. 4 years ago
readme.txt Upload first port 9 years ago
saytext.cpp Respect hud_saytext cvar. Remove redundant print to console (#387) 1 year ago
scoreboard.cpp More safe strncpy usage. 2 years ago
status_icons.cpp Apply some @AlliedModders's patches. 8 years ago
statusbar.cpp More safe strncpy usage. 2 years ago
studio_util.cpp Revert "ARMv8 neon support" 1 year ago
studio_util.h #ifdef->#if. 4 years ago
text_message.cpp Get VGUI back (optionally) (#194) 3 years ago
tf_defs.h #ifdef->#if. 4 years ago
train.cpp Client format. 9 years ago
tri.cpp Fix strange sprintf usage. 2 years ago
util.cpp #ifdef->#if. 4 years ago
util_vector.h #ifdef->#if. 4 years ago
vgui_ClassMenu.cpp Remove mod-specific code under macros. 2 years ago
vgui_ConsolePanel.cpp Get VGUI back (optionally) (#194) 3 years ago
vgui_ConsolePanel.h Get VGUI back (optionally) (#194) 3 years ago
vgui_ControlConfigPanel.cpp Get VGUI back (optionally) (#194) 3 years ago
vgui_ControlConfigPanel.h Get VGUI back (optionally) (#194) 3 years ago
vgui_CustomObjects.cpp More safe strncpy usage. 2 years ago
vgui_MOTDWindow.cpp Get VGUI back (optionally) (#194) 3 years ago
vgui_SchemeManager.cpp More safe strncpy usage. 2 years ago
vgui_SchemeManager.h Get VGUI back (optionally) (#194) 3 years ago
vgui_ScorePanel.cpp More safe strncpy usage. 2 years ago
vgui_ScorePanel.h Get VGUI back (optionally) (#194) 3 years ago
vgui_SpectatorPanel.cpp Fix HUD_ChatInputPosition qualifier (#323) 2 years ago
vgui_SpectatorPanel.h Get VGUI back (optionally) (#194) 3 years ago
vgui_TeamFortressViewport.cpp Use definitions from build.h everywhere. 1 year ago
vgui_TeamFortressViewport.h More safe strncpy usage. 2 years ago
vgui_int.cpp Get VGUI back (optionally) (#194) 3 years ago
vgui_int.h Get VGUI back (optionally) (#194) 3 years ago
vgui_teammenu.cpp Get VGUI back (optionally) (#194) 3 years ago
view.cpp Revert "Change view rolling via separate cvars under GoldSource." 1 year ago
view.h Move M_PI definition to header. 4 years ago
voice_status.cpp Use capital letters instead of strupr usage. 2 years ago
voice_status.h Get VGUI back (optionally) (#194) 3 years ago
wrect.h Remove GPL-licensed headers. 5 years ago
wscript client: wscript: feature parity with CMake, try to use file globs and exclude list to make maintenance easier 2 years ago

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.