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122 lines
3.3 KiB
122 lines
3.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Expose functions from sv_main.cpp.
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef SV_MAIN_H
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#define SV_MAIN_H
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#include "edict.h"
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#include "packed_entity.h"
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#include "utlvector.h"
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#include "convar.h"
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#include "netadr.h"
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#include "checksum_crc.h"
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#include "soundflags.h"
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#include "tier1/bitbuf.h"
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class CGameClient;
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//===========================================================
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// sv_main.c
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// Which areas are we going to transmit (usually 1, but with portals you can see into multiple other areas).
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extern CUtlVector<int> g_AreasNetworked;
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void SV_Frame( bool send_client_updates );
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void SV_FrameExecuteThreadDeferred();
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void SV_InitGameDLL( void );
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void SV_ReplicateConVarChange( ConVar const *var, char const *newValue );
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void SV_ExecuteRemoteCommand( const char *pCommand, int nClientSlot = -1 );
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void SV_InstallClientStringTableMirrors( void );
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void SV_ResetModInfo( void );
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class IRecipientFilter;
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void SV_StartSound ( IRecipientFilter& filter, edict_t *pSoundEmittingEntity, int iChannel, const char *pSample,
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float flVolume, soundlevel_t iSoundLevel, int iFlags, int iPitch, int iSpecialDSP, const Vector *pOrigin, float soundtime, int speakerentity, CUtlVector< Vector >* pUtlVecOrigins );
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int SV_ModelIndex (const char *name);
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int SV_FindOrAddModel (const char *name, bool preload );
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int SV_SoundIndex (const char *name);
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int SV_FindOrAddSound(const char *name, bool preload );
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int SV_GenericIndex(const char *name);
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int SV_FindOrAddGeneric(const char *name, bool preload );
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int SV_DecalIndex(const char *name);
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int SV_FindOrAddDecal(const char *name, bool preload );
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void SV_ForceSimpleMaterial( const char *name );
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void SV_ForceModelBounds( const char *name, const Vector &mins, const Vector &maxs );
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void SV_Physics( bool bIsSimulating );
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void SV_PreClientUpdate( bool bIsSimulating );
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class IServerEntity;
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void SV_ExecuteClientMessage (CGameClient *cl);
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bool SV_ActivateServer();
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void SV_InitGameServerSteam();
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#ifdef ENABLE_RPT
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void SV_NotifyRPTOfDisconnect( int nClientSlot );
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#endif // ENABLE_RPT
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// sv_redirect.cpp
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enum redirect_t
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{
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RD_NONE = 0, // server console
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RD_CLIENT, // client console
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RD_PACKET, // connectionless UDP
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RD_SOCKET // TCP/IP remote socket
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};
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bool SV_RedirectActive( void );
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void SV_RedirectAddText( const char *txt );
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void SV_RedirectStart( redirect_t rd, const netadr_t *addr );
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void SV_RedirectEnd( void );
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class ServerClass;
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class IClient;
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class CClientFrame;
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// Builds an alternate copy of the datatable for any classes that have datatables with props excluded.
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void SV_InitSendTables( ServerClass *pClasses );
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void SV_TermSendTables( ServerClass *pClasses );
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// send voice data from cl to other clients
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void SV_BroadcastVoiceData(IClient * cl, int nBytes, char * data, int64 xuid);
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void SV_SendRestoreMsg( bf_write &dest );
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// A client has uploaded its logo to us;
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void SV_SendLogo( CRC32_t& logoCRC );
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void SV_PruneRequestList( void );
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/*
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=============
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Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the
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given point.
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=============
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*/
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void SV_ResetPVS( byte* pvs, int pvssize );
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void SV_AddOriginToPVS( const Vector& origin );
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extern CGlobalVars g_ServerGlobalVariables;
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void SV_FlushMemoryOnNextServer();
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#endif
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