Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
a1batross 387619f122 CRLF to LF on all files 9 years ago
..
hl CRLF to LF on all files 9 years ago
Android.mk Merge branch 'test' into gravgun 9 years ago
GameStudioModelRenderer.cpp CRLF to LF on all files 9 years ago
GameStudioModelRenderer.h CRLF to LF on all files 9 years ago
GameStudioModelRenderer_Sample.cpp CRLF to LF on all files 9 years ago
GameStudioModelRenderer_Sample.h CRLF to LF on all files 9 years ago
MOTD.cpp Fix client warnings 9 years ago
StudioModelRenderer.cpp CRLF to LF on all files 9 years ago
StudioModelRenderer.h CRLF to LF on all files 9 years ago
ammo.cpp CRLF to LF on all files 9 years ago
ammo.h CRLF to LF on all files 9 years ago
ammo_secondary.cpp CRLF to LF on all files 9 years ago
ammohistory.cpp CRLF to LF on all files 9 years ago
ammohistory.h CRLF to LF on all files 9 years ago
battery.cpp CRLF to LF on all files 9 years ago
camera.h CRLF to LF on all files 9 years ago
cdll_int.cpp CRLF to LF on all files 9 years ago
cl_dll.dsp CRLF to LF on all files 9 years ago
cl_dll.h CRLF to LF on all files 9 years ago
cl_util.h CRLF to LF on all files 9 years ago
com_weapons.cpp CRLF to LF on all files 9 years ago
com_weapons.h CRLF to LF on all files 9 years ago
death.cpp CRLF to LF on all files 9 years ago
demo.cpp CRLF to LF on all files 9 years ago
demo.h CRLF to LF on all files 9 years ago
entity.cpp CRLF to LF on all files 9 years ago
ev_common.cpp CRLF to LF on all files 9 years ago
ev_hldm.cpp CRLF to LF on all files 9 years ago
ev_hldm.h CRLF to LF on all files 9 years ago
events.cpp CRLF to LF on all files 9 years ago
eventscripts.h CRLF to LF on all files 9 years ago
flashlight.cpp CRLF to LF on all files 9 years ago
geiger.cpp CRLF to LF on all files 9 years ago
health.cpp CRLF to LF on all files 9 years ago
health.h CRLF to LF on all files 9 years ago
hud.cpp CRLF to LF on all files 9 years ago
hud.h CRLF to LF on all files 9 years ago
hud_iface.h CRLF to LF on all files 9 years ago
hud_msg.cpp CRLF to LF on all files 9 years ago
hud_redraw.cpp CRLF to LF on all files 9 years ago
hud_servers.cpp CRLF to LF on all files 9 years ago
hud_servers.h CRLF to LF on all files 9 years ago
hud_servers_priv.h CRLF to LF on all files 9 years ago
hud_spectator.cpp CRLF to LF on all files 9 years ago
hud_spectator.h CRLF to LF on all files 9 years ago
hud_update.cpp CRLF to LF on all files 9 years ago
in_camera.cpp CRLF to LF on all files 9 years ago
in_defs.h CRLF to LF on all files 9 years ago
input.cpp CRLF to LF on all files 9 years ago
input_xash3d.cpp Check +speed value 9 years ago
inputw32.cpp CRLF to LF on all files 9 years ago
kbutton.h CRLF to LF on all files 9 years ago
menu.cpp CRLF to LF on all files 9 years ago
message.cpp CRLF to LF on all files 9 years ago
overview.cpp CRLF to LF on all files 9 years ago
overview.h CRLF to LF on all files 9 years ago
parsemsg.cpp CRLF to LF on all files 9 years ago
parsemsg.h CRLF to LF on all files 9 years ago
readme.txt CRLF to LF on all files 9 years ago
saytext.cpp CRLF to LF on all files 9 years ago
scoreboard.cpp Fix build clang. Fix UB. 9 years ago
soundsystem.cpp CRLF to LF on all files 9 years ago
status_icons.cpp CRLF to LF on all files 9 years ago
statusbar.cpp CRLF to LF on all files 9 years ago
studio_util.cpp CRLF to LF on all files 9 years ago
studio_util.h CRLF to LF on all files 9 years ago
text_message.cpp CRLF to LF on all files 9 years ago
tf_defs.h CRLF to LF on all files 9 years ago
train.cpp CRLF to LF on all files 9 years ago
tri.cpp CRLF to LF on all files 9 years ago
util.cpp CRLF to LF on all files 9 years ago
util_vector.h CRLF to LF on all files 9 years ago
view.cpp CRLF to LF on all files 9 years ago
view.h CRLF to LF on all files 9 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.