Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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Night Owl e7989d438a Fix compatibility with MSVC 6. 7 years ago
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hl Merge 68c9b7cf6b 8 years ago
Android.mk Fix infinite loop on mingw 8 years ago
CMakeLists.txt CMake as optional build system 9 years ago
GameStudioModelRenderer.cpp CRLF to LF all. 9 years ago
GameStudioModelRenderer.h CRLF to LF all. 9 years ago
GameStudioModelRenderer_Sample.cpp Move GameStudioModelRenderer_Sample to cl_dll/examples directory. 9 years ago
GameStudioModelRenderer_Sample.h Move GameStudioModelRenderer_Sample to cl_dll/examples directory. 9 years ago
MOTD.cpp Use vgui2 functions for utf-8 print 8 years ago
Makefile Use ?= on compilers. Remove D_LINUX from client Makefile 9 years ago
StudioModelRenderer.cpp Reformat some files yet. 9 years ago
StudioModelRenderer.h Reformat some files yet. 9 years ago
ammo.cpp Fix compatibility with MSVC 6. 7 years ago
ammo.h Client format. 9 years ago
ammo_secondary.cpp Reformat some strings yet. 9 years ago
ammohistory.cpp Client format. 9 years ago
ammohistory.h Client format. 9 years ago
battery.cpp Client format. 9 years ago
camera.h Client format. 9 years ago
cdll_int.cpp Merge https://github.com/ValveSoftware/halflife/pull/1601 8 years ago
cl_dll.dsp Upload first port 9 years ago
cl_dll.h Use XASH_64BIT macro 8 years ago
cl_util.h Fix some warnings yet. 8 years ago
com_weapons.cpp Fix client build 8 years ago
com_weapons.h Merge branch 'master' of https://github.com/FWGS/hlsdk-xash3d into sdk-update 8 years ago
death.cpp Apply some @AlliedModders's patches. 8 years ago
demo.cpp Client format. 9 years ago
demo.h Client format. 9 years ago
entity.cpp Apply some @AlliedModders's patches. 8 years ago
ev_common.cpp Client format. 9 years ago
ev_hldm.cpp Fix shadowing variables. 7 years ago
ev_hldm.h Client format. 9 years ago
events.cpp CRLF to LF all. 9 years ago
eventscripts.h Remove duplicate macros. 9 years ago
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geiger.cpp Apply some @AlliedModders's patches. 8 years ago
health.cpp Remove duplicate loop. 9 years ago
health.h Client format. 9 years ago
hud.cpp Implement cl_viewbob cvar for viewmodel bobbing. Same as in http://am.half-lifecreations.com/forums/index.php?topic=288.0 8 years ago
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hud_iface.h Client format. 9 years ago
hud_msg.cpp Client format. 9 years ago
hud_redraw.cpp Fix build. 8 years ago
hud_servers.cpp Rework initialization. 9 years ago
hud_servers.h Client format. 9 years ago
hud_servers_priv.h Client format. 9 years ago
hud_spectator.cpp Fix some warnings yet. 8 years ago
hud_spectator.h Fix some warnings yet. 8 years ago
hud_update.cpp Client format. 9 years ago
in_camera.cpp Client format. 9 years ago
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input.cpp Client format. 9 years ago
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inputw32.cpp Client format. 9 years ago
kbutton.h Client format. 9 years ago
menu.cpp Merge 136de25b61 8 years ago
message.cpp Apply some @AlliedModders's patches. 8 years ago
overview.cpp Client format. 9 years ago
overview.h Client format. 9 years ago
parsemsg.cpp Client format. 9 years ago
parsemsg.h CRLF to LF all. 9 years ago
readme.txt Upload first port 9 years ago
saytext.cpp Client format. 9 years ago
scoreboard.cpp Show long nicknames in scoreboard. 8 years ago
soundsystem.cpp Client format. 9 years ago
status_icons.cpp Apply some @AlliedModders's patches. 8 years ago
statusbar.cpp Rework initialization. 9 years ago
studio_util.cpp Client format. 9 years ago
studio_util.h Client format. 9 years ago
text_message.cpp Prevent buffer overflow. 8 years ago
tf_defs.h Revert some changes from PR 9 years ago
train.cpp Client format. 9 years ago
tri.cpp Client format. 9 years ago
util.cpp Fix client visual studio build 8 years ago
util_vector.h Client format. 9 years ago
view.cpp Fix shadowing variables. 7 years ago
view.h Client format. 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.