Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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mittorn d9422fdb86 Text print tweak 9 years ago
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hl Improve client 9 years ago
Android.mk
GameStudioModelRenderer.cpp
GameStudioModelRenderer.h
GameStudioModelRenderer_Sample.cpp
GameStudioModelRenderer_Sample.h
MOTD.cpp Improve client 9 years ago
StudioModelRenderer.cpp
StudioModelRenderer.h
ammo.cpp Improve client 9 years ago
ammo.h
ammo_secondary.cpp
ammohistory.cpp Do not draw black console characters 9 years ago
ammohistory.h
battery.cpp
camera.h
cdll_int.cpp Mobility interface, flashlight button switch 9 years ago
cl_dll.dsp
cl_dll.h Mobility interface, flashlight button switch 9 years ago
cl_util.h Improve client 9 years ago
com_weapons.cpp
com_weapons.h
death.cpp Improve client 9 years ago
demo.cpp
demo.h
entity.cpp
ev_common.cpp
ev_hldm.cpp
ev_hldm.h
events.cpp
eventscripts.h
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geiger.cpp
health.cpp Mobility interface, flashlight button switch 9 years ago
health.h
hud.cpp Improve client 9 years ago
hud.h Improve client 9 years ago
hud_iface.h
hud_msg.cpp
hud_redraw.cpp Text print tweak 9 years ago
hud_servers.cpp
hud_servers.h
hud_servers_priv.h
hud_spectator.cpp Improve client 9 years ago
hud_spectator.h
hud_update.cpp
in_camera.cpp Improve client 9 years ago
in_defs.h
input.cpp
input_xash3d.cpp Improve client 9 years ago
inputw32.cpp
kbutton.h
menu.cpp
message.cpp
overview.cpp
overview.h
parsemsg.cpp
parsemsg.h
readme.txt
saytext.cpp Improve client 9 years ago
scoreboard.cpp Improve client 9 years ago
soundsystem.cpp
status_icons.cpp
statusbar.cpp Improve client 9 years ago
studio_util.cpp
studio_util.h
text_message.cpp
tf_defs.h
train.cpp
tri.cpp
util.cpp
util_vector.h
view.cpp
view.h
wrect.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.