Browse Source

Valve SDK FIX#2

master
shelru 8 years ago committed by GitHub
parent
commit
6d8f0a4910
  1. 21
      MiniBase/ValveSDK/archtypes.h
  2. 62
      MiniBase/ValveSDK/beamdef.h
  3. 46
      MiniBase/ValveSDK/cdll_dll.h
  4. 375
      MiniBase/ValveSDK/cdll_int.h
  5. 37
      MiniBase/ValveSDK/cl_dll.h
  6. 115
      MiniBase/ValveSDK/cl_entity.h
  7. 351
      MiniBase/ValveSDK/com_model.h
  8. 783
      MiniBase/ValveSDK/const.h
  9. 65
      MiniBase/ValveSDK/crc.h
  10. 103
      MiniBase/ValveSDK/custom.h
  11. 36
      MiniBase/ValveSDK/cvardef.h
  12. 33
      MiniBase/ValveSDK/dlight.h
  13. 36
      MiniBase/ValveSDK/edict.h
  14. 104
      MiniBase/ValveSDK/engine_launcher_api.h
  15. 193
      MiniBase/ValveSDK/entity_state.h
  16. 26
      MiniBase/ValveSDK/entity_types.h
  17. 51
      MiniBase/ValveSDK/event_api.h
  18. 50
      MiniBase/ValveSDK/event_args.h
  19. 47
      MiniBase/ValveSDK/event_flags.h
  20. 38
      MiniBase/ValveSDK/in_buttons.h
  21. 124
      MiniBase/ValveSDK/keydefs.h
  22. 99
      MiniBase/ValveSDK/net_api.h
  23. 40
      MiniBase/ValveSDK/netadr.h
  24. 166
      MiniBase/ValveSDK/parsemsg.cpp
  25. 40
      MiniBase/ValveSDK/parsemsg.h
  26. 57
      MiniBase/ValveSDK/particledef.h
  27. 223
      MiniBase/ValveSDK/pm_defs.h
  28. 22
      MiniBase/ValveSDK/pm_info.h
  29. 43
      MiniBase/ValveSDK/pmtrace.h
  30. 224
      MiniBase/ValveSDK/progdefs.h
  31. 82
      MiniBase/ValveSDK/progs.h
  32. 197
      MiniBase/ValveSDK/r_efx.h
  33. 144
      MiniBase/ValveSDK/r_studioint.h
  34. 75
      MiniBase/ValveSDK/ref_params.h
  35. 24
      MiniBase/ValveSDK/screenfade.h
  36. 177
      MiniBase/ValveSDK/steamtypes.h
  37. 368
      MiniBase/ValveSDK/studio.h
  38. 29
      MiniBase/ValveSDK/studio_event.h
  39. 54
      MiniBase/ValveSDK/triangleapi.h
  40. 41
      MiniBase/ValveSDK/usercmd.h
  41. 131
      MiniBase/ValveSDK/util_vector.h
  42. 52
      MiniBase/ValveSDK/weaponinfo.h
  43. 9
      MiniBase/ValveSDK/wrect.h

21
MiniBase/ValveSDK/archtypes.h

@ -0,0 +1,21 @@
//
// Word size dependent definitions
// DAL 1/03
//
#ifndef ARCHTYPES_H
#define ARCHTYPES_H
#include "steamtypes.h"
#ifndef _WIN32
#define MAX_PATH PATH_MAX
#include <sys/stat.h>
#include <sys/types.h>
#include <limits.h>
#include <stddef.h>
#define _S_IREAD S_IREAD
#define _S_IWRITE S_IWRITE
typedef long unsigned int ulong;
#endif
#endif // ARCHTYPES_H

62
MiniBase/ValveSDK/beamdef.h

@ -0,0 +1,62 @@
/***
*
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( BEAMDEFH )
#define BEAMDEFH
#ifdef _WIN32
#pragma once
#endif
#define FBEAM_STARTENTITY 0x00000001
#define FBEAM_ENDENTITY 0x00000002
#define FBEAM_FADEIN 0x00000004
#define FBEAM_FADEOUT 0x00000008
#define FBEAM_SINENOISE 0x00000010
#define FBEAM_SOLID 0x00000020
#define FBEAM_SHADEIN 0x00000040
#define FBEAM_SHADEOUT 0x00000080
#define FBEAM_STARTVISIBLE 0x10000000 // Has this client actually seen this beam's start entity yet?
#define FBEAM_ENDVISIBLE 0x20000000 // Has this client actually seen this beam's end entity yet?
#define FBEAM_ISACTIVE 0x40000000
#define FBEAM_FOREVER 0x80000000
typedef struct beam_s BEAM;
struct beam_s
{
BEAM *next;
int type;
int flags;
vec3_t source;
vec3_t target;
vec3_t delta;
float t; // 0 .. 1 over lifetime of beam
float freq;
float die;
float width;
float amplitude;
float r, g, b;
float brightness;
float speed;
float frameRate;
float frame;
int segments;
int startEntity;
int endEntity;
int modelIndex;
int frameCount;
struct model_s *pFollowModel;
struct particle_s *particles;
};
#endif

46
MiniBase/ValveSDK/cdll_dll.h

@ -0,0 +1,46 @@
/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// cdll_dll.h
// this file is included by both the game-dll and the client-dll,
#ifndef CDLL_DLL_H
#define CDLL_DLL_H
#define MAX_WEAPONS 32 // ???
#define MAX_WEAPON_SLOTS 5 // hud item selection slots
#define MAX_ITEM_TYPES 6 // hud item selection slots
#define MAX_ITEMS 5 // hard coded item types
#define HIDEHUD_WEAPONS ( 1<<0 )
#define HIDEHUD_FLASHLIGHT ( 1<<1 )
#define HIDEHUD_ALL ( 1<<2 )
#define HIDEHUD_HEALTH ( 1<<3 )
#define MAX_AMMO_TYPES 32 // ???
#define MAX_AMMO_SLOTS 32 // not really slots
#define HUD_PRINTNOTIFY 1
#define HUD_PRINTCONSOLE 2
#define HUD_PRINTTALK 3
#define HUD_PRINTCENTER 4
#define WEAPON_SUIT 31
#endif

375
MiniBase/ValveSDK/cdll_int.h

@ -0,0 +1,375 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// cdll_int.h
//
// 4-23-98
// JOHN: client dll interface declarations
//
#ifndef CDLL_INT_H
#define CDLL_INT_H
#ifdef __cplusplus
extern "C" {
#endif
#include "const.h"
// this file is included by both the engine and the client-dll,
// so make sure engine declarations aren't done twice
typedef int SptiteHandle_t; // handle to a graphic
#define SCRINFO_SCREENFLASH 1
#define SCRINFO_STRETCHED 2
typedef struct SCREENINFO_s
{
int iSize;
int iWidth;
int iHeight;
int iFlags;
int iCharHeight;
short charWidths[256];
} SCREENINFO;
typedef struct client_data_s
{
// fields that cannot be modified (ie. have no effect if changed)
vec3_t origin;
// fields that can be changed by the cldll
vec3_t viewangles;
int iWeaponBits;
float fov; // field of view
} client_data_t;
typedef struct client_sprite_s
{
char szName[64];
char szSprite[64];
int hspr;
int iRes;
wrect_t rc;
} client_sprite_t;
typedef struct client_textmessage_s
{
int effect;
byte r1, g1, b1, a1; // 2 colors for effects
byte r2, g2, b2, a2;
float x;
float y;
float fadein;
float fadeout;
float holdtime;
float fxtime;
const char *pName;
const char *pMessage;
} client_textmessage_t;
typedef struct hud_player_info_s
{
char *name;
short ping;
byte thisplayer; // TRUE if this is the calling player
// stuff that's unused at the moment, but should be done
byte spectator;
byte packetloss;
char *model;
short topcolor;
short bottomcolor;
} hud_player_info_t;
typedef struct cl_enginefuncs_s
{
// sprite handlers
HSPRITE ( *pfnSPR_Load ) ( const char *szPicName );
int ( *pfnSPR_Frames ) ( HSPRITE hPic );
int ( *pfnSPR_Height ) ( HSPRITE hPic, int frame );
int ( *pfnSPR_Width ) ( HSPRITE hPic, int frame );
void ( *pfnSPR_Set ) ( HSPRITE hPic, int r, int g, int b );
void ( *pfnSPR_Draw ) ( int frame, int x, int y, const wrect_t *prc );
void ( *pfnSPR_DrawHoles ) ( int frame, int x, int y, const wrect_t *prc );
void ( *pfnSPR_DrawAdditive ) ( int frame, int x, int y, const wrect_t *prc );
void ( *pfnSPR_EnableScissor ) ( int x, int y, int width, int height );
void ( *pfnSPR_DisableScissor ) ( void );
client_sprite_t *( *pfnSPR_GetList ) ( char *psz, int *piCount );
// screen handlers
void ( *pfnFillRGBA ) ( int x, int y, int width, int height, int r, int g, int b, int a );
int ( *pfnGetScreenInfo ) ( SCREENINFO *pscrinfo );
void ( *pfnSetCrosshair ) ( HSPRITE hspr, wrect_t rc, int r, int g, int b );
// cvar handlers
struct cvar_s *( *pfnRegisterVariable ) ( char *szName, char *szValue, int flags );
float ( *pfnGetCvarFloat ) ( char *szName );
char* ( *pfnGetCvarString ) ( char *szName );
// command handlers
int ( *pfnAddCommand ) ( char *cmd_name, void (*function)(void) );
int ( *pfnHookUserMsg ) ( char *szMsgName, pfnUserMsgHook pfn );
int ( *pfnServerCmd ) ( char *szCmdString );
int ( *pfnClientCmd ) ( char *szCmdString );
void ( *pfnGetPlayerInfo ) ( int ent_num, hud_player_info_t *pinfo );
// sound handlers
void ( *pfnPlaySoundByName ) ( char *szSound, float volume );
void ( *pfnPlaySoundByIndex ) ( int iSound, float volume );
// vector helpers
void ( *pfnAngleVectors ) ( const float * vecAngles, float * forward, float * right, float * up );
// text message system
client_textmessage_t *( *pfnTextMessageGet ) ( const char *pName );
int ( *pfnDrawCharacter ) ( int x, int y, int number, int r, int g, int b );
int ( *pfnDrawConsoleString ) ( int x, int y, char *string );
void ( *pfnDrawSetTextColor ) ( float r, float g, float b );
void ( *pfnDrawConsoleStringLen )( const char *string, int *length, int *height );
void ( *pfnConsolePrint ) ( const char *string );
void ( *pfnCenterPrint ) ( const char *string );
// Added for user input processing
int ( *GetWindowCenterX ) ( void );
int ( *GetWindowCenterY ) ( void );
void ( *GetViewAngles ) ( float * );
void ( *SetViewAngles ) ( float * );
int ( *GetMaxClients ) ( void );
void ( *Cvar_SetValue ) ( char *cvar, float value );
int (*Cmd_Argc) (void);
char *( *Cmd_Argv ) ( int arg );
void ( *Con_Printf ) ( char *fmt, ... );
void ( *Con_DPrintf ) ( char *fmt, ... );
void ( *Con_NPrintf ) ( int pos, char *fmt, ... );
void ( *Con_NXPrintf ) ( struct con_nprint_s *info, char *fmt, ... );
const char *( *PhysInfo_ValueForKey ) ( const char *key );
const char *( *ServerInfo_ValueForKey )( const char *key );
float ( *GetClientMaxspeed ) ( void );
int ( *CheckParm ) ( char *parm, char **ppnext );
void ( *Key_Event ) ( int key, int down );
void ( *GetMousePosition ) ( int *mx, int *my );
int ( *IsNoClipping ) ( void );
struct cl_entity_s *( *GetLocalPlayer ) ( void );
struct cl_entity_s *( *GetViewModel ) ( void );
struct cl_entity_s *( *GetEntityByIndex ) ( int idx );
float ( *GetClientTime ) ( void );
void ( *V_CalcShake ) ( void );
void ( *V_ApplyShake ) ( float *origin, float *angles, float factor );
int ( *PM_PointContents ) ( float *point, int *truecontents );
int ( *PM_WaterEntity ) ( float *p );
struct pmtrace_s *( *PM_TraceLine ) ( float *start, float *end, int flags, int usehull, int ignore_pe );
struct model_s *( *CL_LoadModel ) ( const char *modelname, int *index );
int ( *CL_CreateVisibleEntity ) ( int type, struct cl_entity_s *ent );
const struct model_s * ( *GetSpritePointer ) ( HSPRITE hSprite );
void ( *pfnPlaySoundByNameAtLocation ) ( char *szSound, float volume, float *origin );
unsigned short ( *pfnPrecacheEvent ) ( int type, const char* psz );
void ( *pfnPlaybackEvent ) ( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
void ( *pfnWeaponAnim ) ( int iAnim, int body );
float ( *pfnRandomFloat ) ( float flLow, float flHigh );
long ( *pfnRandomLong ) ( long lLow, long lHigh );
void ( *pfnHookEvent ) ( char *name, void ( *pfnEvent )( struct event_args_s *args ) );
int (*Con_IsVisible) ();
const char *( *pfnGetGameDirectory ) ( void );
struct cvar_s *( *pfnGetCvarPointer ) ( const char *szName );
const char *( *Key_LookupBinding ) ( const char *pBinding );
const char *( *pfnGetLevelName ) ( void );
void ( *pfnGetScreenFade ) ( struct screenfade_s *fade );
void ( *pfnSetScreenFade ) ( struct screenfade_s *fade );
void *( *VGui_GetPanel ) ( );
void ( *VGui_ViewportPaintBackground ) (int extents[4]);
byte* (*COM_LoadFile) ( char *path, int usehunk, int *pLength );
char* (*COM_ParseFile) ( char *data, char *token );
void (*COM_FreeFile) ( void *buffer );
struct triangleapi_s *pTriAPI;
struct efx_api_s *pEfxAPI;
struct event_api_s *pEventAPI;
struct demo_api_s *pDemoAPI;
struct net_api_s *pNetAPI;
struct IVoiceTweak_s *pVoiceTweak;
// returns 1 if the client is a spectator only (connected to a proxy), 0 otherwise or 2 if in dev_overview mode
int ( *IsSpectateOnly ) ( void );
struct model_s *( *LoadMapSprite ) ( const char *filename );
// file search functions
void ( *COM_AddAppDirectoryToSearchPath ) ( const char *pszBaseDir, const char *appName );
int ( *COM_ExpandFilename) ( const char *fileName, char *nameOutBuffer, int nameOutBufferSize );
// User info
// playerNum is in the range (1, MaxClients)
// returns NULL if player doesn't exit
// returns "" if no value is set
const char *( *PlayerInfo_ValueForKey )( int playerNum, const char *key );
void ( *PlayerInfo_SetValueForKey )( const char *key, const char *value );
// Gets a unique ID for the specified player. This is the same even if you see the player on a different server.
// iPlayer is an entity index, so client 0 would use iPlayer=1.
// Returns false if there is no player on the server in the specified slot.
qboolean (*GetPlayerUniqueID)(int iPlayer, char playerID[16]);
// TrackerID access
int (*GetTrackerIDForPlayer)(int playerSlot);
int (*GetPlayerForTrackerID)(int trackerID);
// Same as pfnServerCmd, but the message goes in the unreliable stream so it can't clog the net stream
// (but it might not get there).
int ( *pfnServerCmdUnreliable )( char *szCmdString );
void ( *pfnGetMousePos )( struct tagPOINT *ppt );
void ( *pfnSetMousePos )( int x, int y );
void ( *pfnSetMouseEnable )( qboolean fEnable );
struct cvar_s* ( *pfnGetCvarList )( void );
struct cmd_s* ( *pfnGetCmdList )( void );
char* ( *pfnGetCvarName )( struct cvar_s* cvar );
char* ( *pfnGetCmdName )( struct cmd_s* cmd );
float ( *pfnGetServerTime )( void );
float ( *pfnGetGravity )( void );
const struct model_s* ( *pfnPrecacheSprite )( HSPRITE spr );
void ( *OverrideLightmap )( int override );
void ( *SetLightmapColor )( float r, float g, float b );
void ( *SetLightmapDarkness )( float dark );
//this will always fail with the current engine
int ( *pfnGetSequenceByName )( int flags, const char* seq );
void ( *pfnSPR_DrawGeneric )( int frame, int x, int y, const wrect_t *prc, int blendsrc, int blenddst, int unknown1, int unknown2 );
//this will always fail with engine, don't call
//it actually has paramenters but i dunno what they do
void ( *pfnLoadSentence )( void );
//localizes hud string, uses Legacy font from skin def
// also supports unicode strings
int ( *pfnDrawLocalizedHudString )( int x, int y, const char* str, int r, int g, int b );
//i can't get this to work for some reason, don't use this
int ( *pfnDrawLocalizedConsoleString )( int x, int y, const char* str );
//gets keyvalue for local player, useful for querying vgui menus or autohelp
const char *(*LocalPlayerInfo_ValueForKey)( const char* key );
//another vgui2 text drawing function, i dunno how it works
//it doesn't localize though
void ( *pfnDrawText_0 )( int x, int y, const char* text, unsigned long font );
int ( *pfnDrawUnicodeCharacter )( int x, int y, short number, int r, int g, int b, unsigned long hfont );
//checks sound header of a sound file, determines if its a supported type
int ( *pfnCheckSoundFile )( const char* path );
//for condition zero, returns interface from GameUI
void* ( *GetCareerGameInterface )( void );
void ( *pfnCvar_Set )( const char* cvar, const char* value );
//this actually checks for if the CareerGameInterface is found
//and if a server is being run
int ( *IsSinglePlayer )( void );
void ( *pfnPlaySound )( const char* sound, float vol, float pitch );
void ( *pfnPlayMp3 )( const char* mp3, int flags );
//get the systems current time as a float
float ( *Sys_FloatTime )( void );
void ( *pfnSetArray )( int* array, int size );
void ( *pfnSetClearArray )( int* array, int size );
void ( *pfnClearArray )( void );
void ( *pfnPlaySound2 )( const char* sound, float vol, float pitch );
void ( *pfnTintRGBA ) ( int x, int y, int width, int height, int r, int g, int b, int a );
} cl_enginefunc_t;
#ifndef IN_BUTTONS_H
#include "in_buttons.h"
#endif
#define CLDLL_INTERFACE_VERSION 7
extern void ClientDLL_Init( void ); // from cdll_int.c
extern void ClientDLL_Shutdown( void );
extern void ClientDLL_HudInit( void );
extern void ClientDLL_HudVidInit( void );
extern void ClientDLL_UpdateClientData( void );
extern void ClientDLL_Frame( double time );
extern void ClientDLL_HudRedraw( int intermission );
extern void ClientDLL_MoveClient( struct playermove_s *ppmove );
extern void ClientDLL_ClientMoveInit( struct playermove_s *ppmove );
extern char ClientDLL_ClientTextureType( char *name );
extern void ClientDLL_CreateMove( float frametime, struct usercmd_s *cmd, int active );
extern void ClientDLL_ActivateMouse( void );
extern void ClientDLL_DeactivateMouse( void );
extern void ClientDLL_MouseEvent( int mstate );
extern void ClientDLL_ClearStates( void );
extern int ClientDLL_IsThirdPerson( void );
extern void ClientDLL_GetCameraOffsets( float *ofs );
extern int ClientDLL_GraphKeyDown( void );
extern struct kbutton_s *ClientDLL_FindKey( const char *name );
extern void ClientDLL_CAM_Think( void );
extern void ClientDLL_IN_Accumulate( void );
extern void ClientDLL_CalcRefdef( struct ref_params_s *pparams );
extern int ClientDLL_AddEntity( int type, struct cl_entity_s *ent );
extern void ClientDLL_CreateEntities( void );
extern void ClientDLL_DrawNormalTriangles( void );
extern void ClientDLL_DrawTransparentTriangles( void );
extern void ClientDLL_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity );
extern void ClientDLL_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed );
extern void ClientDLL_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client );
extern void ClientDLL_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src );
extern void ClientDLL_TxferPredictionData ( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd );
extern void ClientDLL_ReadDemoBuffer( int size, unsigned char *buffer );
extern int ClientDLL_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
extern int ClientDLL_GetHullBounds( int hullnumber, float *mins, float *maxs );
extern void ClientDLL_VGui_ConsolePrint(const char* text);
extern int ClientDLL_Key_Event( int down, int keynum, const char *pszCurrentBinding );
extern void ClientDLL_TempEntUpdate( double ft, double ct, double grav, struct tempent_s **ppFreeTE, struct tempent_s **ppActiveTE, int ( *addTEntity )( struct cl_entity_s *pEntity ), void ( *playTESound )( struct tempent_s *pTemp, float damp ) );
extern struct cl_entity_s *ClientDLL_GetUserEntity( int index );
extern void ClientDLL_VoiceStatus(int entindex, qboolean bTalking);
extern void ClientDLL_DirectorMessage( int iSize, void *pbuf );
#ifdef __cplusplus
}
#endif
#endif // CDLL_INT_H

37
MiniBase/ValveSDK/cl_dll.h

@ -0,0 +1,37 @@
/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// cl_dll.h
//
// 4-23-98 JOHN
//
// This DLL is linked by the client when they first initialize.
// This DLL is responsible for the following tasks:
// - Loading the HUD graphics upon initialization
// - Drawing the HUD graphics every frame
// - Handling the custum HUD-update packets
//
typedef unsigned char byte;
typedef unsigned short word;
typedef float vec_t;
typedef int (*pfnUserMsgHook)(const char *pszName, int iSize, void *pbuf);
#include "util_vector.h"
#define EXPORT _declspec( dllexport )
#include "cdll_int.h"
#include "cdll_dll.h"

115
MiniBase/ValveSDK/cl_entity.h

@ -0,0 +1,115 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// cl_entity.h
#if !defined( CL_ENTITYH )
#define CL_ENTITYH
#ifdef _WIN32
#pragma once
#endif
typedef struct efrag_s
{
struct mleaf_s *leaf;
struct efrag_s *leafnext;
struct cl_entity_s *entity;
struct efrag_s *entnext;
} efrag_t;
typedef struct
{
byte mouthopen; // 0 = mouth closed, 255 = mouth agape
byte sndcount; // counter for running average
int sndavg; // running average
} mouth_t;
typedef struct
{
float prevanimtime;
float sequencetime;
byte prevseqblending[2];
vec3_t prevorigin;
vec3_t prevangles;
int prevsequence;
float prevframe;
byte prevcontroller[4];
byte prevblending[2];
} latchedvars_t;
typedef struct
{
// Time stamp for this movement
float animtime;
vec3_t origin;
vec3_t angles;
} position_history_t;
typedef struct cl_entity_s cl_entity_t;
#define HISTORY_MAX 64 // Must be power of 2
#define HISTORY_MASK ( HISTORY_MAX - 1 )
#if !defined( ENTITY_STATEH )
#include "entity_state.h"
#endif
#if !defined( PROGS_H )
#include "progs.h"
#endif
struct cl_entity_s
{
int index; // Index into cl_entities ( should match actual slot, but not necessarily )
qboolean player; // True if this entity is a "player"
entity_state_t baseline; // The original state from which to delta during an uncompressed message
entity_state_t prevstate; // The state information from the penultimate message received from the server
entity_state_t curstate; // The state information from the last message received from server
int current_position; // Last received history update index
position_history_t ph[ HISTORY_MAX ]; // History of position and angle updates for this player
mouth_t mouth; // For synchronizing mouth movements.
latchedvars_t latched; // Variables used by studio model rendering routines
// Information based on interplocation, extrapolation, prediction, or just copied from last msg received.
//
float lastmove;
// Actual render position and angles
vec3_t origin;
vec3_t angles;
// Attachment points
vec3_t attachment[4];
// Other entity local information
int trivial_accept;
struct model_s *model; // cl.model_precache[ curstate.modelindes ]; all visible entities have a model
struct efrag_s *efrag; // linked list of efrags
struct mnode_s *topnode; // for bmodels, first world node that splits bmodel, or NULL if not split
float syncbase; // for client-side animations -- used by obsolete alias animation system, remove?
int visframe; // last frame this entity was found in an active leaf
colorVec cvFloorColor;
};
#endif // !CL_ENTITYH

351
MiniBase/ValveSDK/com_model.h

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//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// com_model.h
#if !defined( COM_MODEL_H )
#define COM_MODEL_H
#if defined( _WIN32 )
#pragma once
#endif
#define STUDIO_RENDER 1
#define STUDIO_EVENTS 2
#define MAX_CLIENTS 32
#define MAX_EDICTS 900
#define MAX_MODEL_NAME 64
#define MAX_MAP_HULLS 4
#define MIPLEVELS 4
#define NUM_AMBIENTS 4 // automatic ambient sounds
#define MAXLIGHTMAPS 4
#define PLANE_ANYZ 5
#define ALIAS_Z_CLIP_PLANE 5
// flags in finalvert_t.flags
#define ALIAS_LEFT_CLIP 0x0001
#define ALIAS_TOP_CLIP 0x0002
#define ALIAS_RIGHT_CLIP 0x0004
#define ALIAS_BOTTOM_CLIP 0x0008
#define ALIAS_Z_CLIP 0x0010
#define ALIAS_ONSEAM 0x0020
#define ALIAS_XY_CLIP_MASK 0x000F
#define ZISCALE ((float)0x8000)
#define CACHE_SIZE 32 // used to align key data structures
typedef enum
{
mod_brush,
mod_sprite,
mod_alias,
mod_studio
} modtype_t;
// must match definition in modelgen.h
#ifndef SYNCTYPE_T
#define SYNCTYPE_T
typedef enum
{
ST_SYNC=0,
ST_RAND
} synctype_t;
#endif
typedef struct
{
float mins[3], maxs[3];
float origin[3];
int headnode[MAX_MAP_HULLS];
int visleafs; // not including the solid leaf 0
int firstface, numfaces;
} dmodel_t;
// plane_t structure
typedef struct mplane_s
{
vec3_t normal; // surface normal
float dist; // closest appoach to origin
byte type; // for texture axis selection and fast side tests
byte signbits; // signx + signy<<1 + signz<<1
byte pad[2];
} mplane_t;
typedef struct
{
vec3_t position;
} mvertex_t;
typedef struct
{
unsigned short v[2];
unsigned int cachededgeoffset;
} medge_t;
typedef struct texture_s
{
char name[16];
unsigned width, height;
int anim_total; // total tenths in sequence ( 0 = no)
int anim_min, anim_max; // time for this frame min <=time< max
struct texture_s *anim_next; // in the animation sequence
struct texture_s *alternate_anims; // bmodels in frame 1 use these
unsigned offsets[MIPLEVELS]; // four mip maps stored
unsigned paloffset;
} texture_t;
typedef struct
{
float vecs[2][4]; // [s/t] unit vectors in world space.
// [i][3] is the s/t offset relative to the origin.
// s or t = dot(3Dpoint,vecs[i])+vecs[i][3]
float mipadjust; // ?? mipmap limits for very small surfaces
texture_t *texture;
int flags; // sky or slime, no lightmap or 256 subdivision
} mtexinfo_t;
typedef struct mnode_s
{
// common with leaf
int contents; // 0, to differentiate from leafs
int visframe; // node needs to be traversed if current
short minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// node specific
mplane_t *plane;
struct mnode_s *children[2];
unsigned short firstsurface;
unsigned short numsurfaces;
} mnode_t;
typedef struct msurface_s msurface_t;
typedef struct decal_s decal_t;
// JAY: Compress this as much as possible
struct decal_s
{
decal_t *pnext; // linked list for each surface
msurface_t *psurface; // Surface id for persistence / unlinking
short dx; // Offsets into surface texture (in texture coordinates, so we don't need floats)
short dy;
short texture; // Decal texture
byte scale; // Pixel scale
byte flags; // Decal flags
short entityIndex; // Entity this is attached to
};
typedef struct mleaf_s
{
// common with node
int contents; // wil be a negative contents number
int visframe; // node needs to be traversed if current
short minmaxs[6]; // for bounding box culling
struct mnode_s *parent;
// leaf specific
byte *compressed_vis;
struct efrag_s *efrags;
msurface_t **firstmarksurface;
int nummarksurfaces;
int key; // BSP sequence number for leaf's contents
byte ambient_sound_level[NUM_AMBIENTS];
} mleaf_t;
struct msurface_s
{
int visframe; // should be drawn when node is crossed
int dlightframe; // last frame the surface was checked by an animated light
int dlightbits; // dynamically generated. Indicates if the surface illumination
// is modified by an animated light.
mplane_t *plane; // pointer to shared plane
int flags; // see SURF_ #defines
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
// surface generation data
struct surfcache_s *cachespots[MIPLEVELS];
short texturemins[2]; // smallest s/t position on the surface.
short extents[2]; // ?? s/t texture size, 1..256 for all non-sky surfaces
mtexinfo_t *texinfo;
// lighting info
byte styles[MAXLIGHTMAPS]; // index into d_lightstylevalue[] for animated lights
// no one surface can be effected by more than 4
// animated lights.
color24 *samples;
decal_t *pdecals;
};
typedef struct
{
int planenum;
short children[2]; // negative numbers are contents
} dclipnode_t;
typedef struct hull_s
{
dclipnode_t *clipnodes;
mplane_t *planes;
int firstclipnode;
int lastclipnode;
vec3_t clip_mins;
vec3_t clip_maxs;
} hull_t;
#if !defined( CACHE_USER ) && !defined( QUAKEDEF_H )
#define CACHE_USER
typedef struct cache_user_s
{
void *data;
} cache_user_t;
#endif
typedef struct model_s
{
char name[ MAX_MODEL_NAME ];
qboolean needload; // bmodels and sprites don't cache normally
modtype_t type;
int numframes;
synctype_t synctype;
int flags;
//
// volume occupied by the model
//
vec3_t mins, maxs;
float radius;
//
// brush model
//
int firstmodelsurface, nummodelsurfaces;
int numsubmodels;
dmodel_t *submodels;
int numplanes;
mplane_t *planes;
int numleafs; // number of visible leafs, not counting 0
struct mleaf_s *leafs;
int numvertexes;
mvertex_t *vertexes;
int numedges;
medge_t *edges;
int numnodes;
mnode_t *nodes;
int numtexinfo;
mtexinfo_t *texinfo;
int numsurfaces;
msurface_t *surfaces;
int numsurfedges;
int *surfedges;
int numclipnodes;
dclipnode_t *clipnodes;
int nummarksurfaces;
msurface_t **marksurfaces;
hull_t hulls[MAX_MAP_HULLS];
int numtextures;
texture_t **textures;
byte *visdata;
color24 *lightdata;
char *entities;
//
// additional model data
//
cache_user_t cache; // only access through Mod_Extradata
} model_t;
typedef vec_t vec4_t[4];
typedef struct alight_s
{
int ambientlight; // clip at 128
int shadelight; // clip at 192 - ambientlight
vec3_t color;
float *plightvec;
} alight_t;
typedef struct auxvert_s
{
float fv[3]; // viewspace x, y
} auxvert_t;
#include "custom.h"
#define MAX_INFO_STRING 256
#define MAX_SCOREBOARDNAME 32
typedef struct player_info_s
{
// User id on server
int userid;
// User info string
char userinfo[ MAX_INFO_STRING ];
// Name
char name[ MAX_SCOREBOARDNAME ];
// Spectator or not, unused
int spectator;
int ping;
int packet_loss;
// skin information
char model[MAX_QPATH];
int topcolor;
int bottomcolor;
// last frame rendered
int renderframe;
// Gait frame estimation
int gaitsequence;
float gaitframe;
float gaityaw;
vec3_t prevgaitorigin;
customization_t customdata;
} player_info_t;
#endif // #define COM_MODEL_H

783
MiniBase/ValveSDK/const.h

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef CONST_H
#define CONST_H
//
// Constants shared by the engine and dlls
// This header file included by engine files and DLL files.
// Most came from server.h
// edict->flags
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND (1<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1<<10) // not all corners are valid
#define FL_WATERJUMP (1<<11) // player jumping out of water
#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection
// UNDONE: Do we need these?
#define FL_IMMUNE_WATER (1<<17)
#define FL_IMMUNE_SLIME (1<<18)
#define FL_IMMUNE_LAVA (1<<19)
#define FL_PROXY (1<<20) // This is a spectator proxy
#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
// Goes into globalvars_t.trace_flags
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
// walkmove modes
#define WALKMOVE_NORMAL 0 // normal walkmove
#define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type
#define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers
// edict->movetype values
#define MOVETYPE_NONE 0 // never moves
//#define MOVETYPE_ANGLENOCLIP 1
//#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // Player only - moving on the ground
#define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this
#define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
#define MOVETYPE_TOSS 6 // gravity/collisions
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
#define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // track movement of aiment
#define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
// edict->solid values
// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
// SOLID only effects OTHER entities colliding with this one when they move - UGH!
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
// edict->deadflag values
#define DEAD_NO 0 // alive
#define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
#define DEAD_DEAD 2 // dead. lying still.
#define DEAD_RESPAWNABLE 3
#define DEAD_DISCARDBODY 4
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// entity effects
#define EF_BRIGHTFIELD 1 // swirling cloud of particles
#define EF_MUZZLEFLASH 2 // single frame ELIGHT on entity attachment 0
#define EF_BRIGHTLIGHT 4 // DLIGHT centered at entity origin
#define EF_DIMLIGHT 8 // player flashlight
#define EF_INVLIGHT 16 // get lighting from ceiling
#define EF_NOINTERP 32 // don't interpolate the next frame
#define EF_LIGHT 64 // rocket flare glow sprite
#define EF_NODRAW 128 // don't draw entity
#define EF_NIGHTVISION 256 // player nightvision
#define EF_SNIPERLASER 512 // sniper laser effect
#define EF_FIBERCAMERA 1024// fiber camera
// entity flags
#define EFLAG_SLERP 1 // do studio interpolation of this entity
//
// temp entity events
//
#define TE_BEAMPOINTS 0 // beam effect between two points
// coord coord coord (start position)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMENTPOINT 1 // beam effect between point and entity
// short (start entity)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_GUNSHOT 2 // particle effect plus ricochet sound
// coord coord coord (position)
#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
// byte (flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
#define TE_EXPLFLAG_NONE 0 // all flags clear makes default Half-Life explosion
#define TE_EXPLFLAG_NOADDITIVE 1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
#define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights
#define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound
#define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles
#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
// coord coord coord (position)
#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
#define TE_TRACER 6 // tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (end)
#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters
// coord, coord, coord (start)
// coord, coord, coord (end)
// byte (life in 0.1's)
// byte (width in 0.1's)
// byte (amplitude in 0.01's)
// short (sprite model index)
#define TE_BEAMENTS 8
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite
// coord coord coord (position)
#define TE_LAVASPLASH 10 // Quake1 lava splash
// coord coord coord (position)
#define TE_TELEPORT 11 // Quake1 teleport splash
// coord coord coord (position)
#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound
// coord coord coord (position)
// byte (starting color)
// byte (num colors)
#define TE_BSPDECAL 13 // Decal from the .BSP file
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// short (texture index of precached decal texture name)
// short (entity index)
// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity)
#define TE_IMPLOSION 14 // tracers moving toward a point
// coord, coord, coord (position)
// byte (radius)
// byte (count)
// byte (life in 0.1's)
#define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions
// coord, coord, coord (start)
// coord, coord, coord (end)
// short (sprite index)
// byte (count)
// byte (life in 0.1's)
// byte (scale in 0.1's)
// byte (velocity along vector in 10's)
// byte (randomness of velocity in 10's)
#define TE_BEAM 16 // obsolete
#define TE_SPRITE 17 // additive sprite, plays 1 cycle
// coord, coord, coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (brightness)
#define TE_BEAMSPRITE 18 // A beam with a sprite at the end
// coord, coord, coord (start position)
// coord, coord, coord (end position)
// short (beam sprite index)
// short (end sprite index)
#define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMDISK 20 // disk that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving
// short (entity:attachment to follow)
// short (sprite index)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte,byte,byte (color)
// byte (brightness)
#define TE_GLOWSPRITE 23
// coord, coord, coord (pos) short (model index) byte (scale / 10)
#define TE_BEAMRING 24 // connect a beam ring to two entities
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_STREAK_SPLASH 25 // oriented shower of tracers
// coord coord coord (start position)
// coord coord coord (direction vector)
// byte (color)
// short (count)
// short (base speed)
// short (ramdon velocity)
#define TE_BEAMHOSE 26 // obsolete
#define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect
// coord, coord, coord (pos)
// byte (radius in 10's)
// byte byte byte (color)
// byte (brightness)
// byte (life in 10's)
// byte (decay rate in 10's)
#define TE_ELIGHT 28 // point entity light, no world effect
// short (entity:attachment to follow)
// coord coord coord (initial position)
// coord (radius)
// byte byte byte (color)
// byte (life in 0.1's)
// coord (decay rate)
#define TE_TEXTMESSAGE 29
// short 1.2.13 x (-1 = center)
// short 1.2.13 y (-1 = center)
// byte Effect 0 = fade in/fade out
// 1 is flickery credits
// 2 is write out (training room)
// 4 bytes r,g,b,a color1 (text color)
// 4 bytes r,g,b,a color2 (effect color)
// ushort 8.8 fadein time
// ushort 8.8 fadeout time
// ushort 8.8 hold time
// optional ushort 8.8 fxtime (time the highlight lags behing the leading text in effect 2)
// string text message (512 chars max sz string)
#define TE_LINE 30
// coord, coord, coord startpos
// coord, coord, coord endpos
// short life in 0.1 s
// 3 bytes r, g, b
#define TE_BOX 31
// coord, coord, coord boxmins
// coord, coord, coord boxmaxs
// short life in 0.1 s
// 3 bytes r, g, b
#define TE_KILLBEAM 99 // kill all beams attached to entity
// short (entity)
#define TE_LARGEFUNNEL 100
// coord coord coord (funnel position)
// short (sprite index)
// short (flags)
#define TE_BLOODSTREAM 101 // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)
#define TE_SHOWLINE 102 // line of particles every 5 units, dies in 30 seconds
// coord coord coord (start position)
// coord coord coord (end position)
#define TE_BLOOD 103 // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)
#define TE_DECAL 104 // Decal applied to a brush entity (not the world)
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
// short (entity index)
#define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards
// short (entity)
// short (sprite index)
// byte (density)
#define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// angle (initial yaw)
// short (model index)
// byte (bounce sound type)
// byte (life in 0.1's)
#define TE_EXPLODEMODEL 107 // spherical shower of models, picks from set
// coord, coord, coord (origin)
// coord (velocity)
// short (model index)
// short (count)
// byte (life in 0.1's)
#define TE_BREAKMODEL 108 // box of models or sprites
// coord, coord, coord (position)
// coord, coord, coord (size)
// coord, coord, coord (velocity)
// byte (random velocity in 10's)
// short (sprite or model index)
// byte (count)
// byte (life in 0.1 secs)
// byte (flags)
#define TE_GUNSHOTDECAL 109 // decal and ricochet sound
// coord, coord, coord (position)
// short (entity index???)
// byte (decal???)
#define TE_SPRITE_SPRAY 110 // spay of alpha sprites
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (sprite index)
// byte (count)
// byte (speed)
// byte (noise)
#define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound.
// coord, coord, coord (position)
// byte (scale in 0.1's)
#define TE_PLAYERDECAL 112 // ???
// byte (playerindex)
// coord, coord, coord (position)
// short (entity???)
// byte (decal number???)
// [optional] short (model index???)
#define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)
#define TE_BUBBLETRAIL 114 // create alpha sprites along a line, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)
#define TE_BLOODSPRITE 115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
// coord, coord, coord (position)
// short (sprite1 index)
// short (sprite2 index)
// byte (color)
// byte (scale)
#define TE_WORLDDECAL 116 // Decal applied to the world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
#define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
#define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
// short (entity index)
#define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent)
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (modelindex)
// byte (life)
// byte (owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
#define TE_SPRAY 120 // Throws a shower of sprites or models
// coord, coord, coord (position)
// coord, coord, coord (direction)
// short (modelindex)
// byte (count)
// byte (speed)
// byte (noise)
// byte (rendermode)
#define TE_PLAYERSPRITES 121 // sprites emit from a player's bounding box (ONLY use for players!)
// byte (playernum)
// short (sprite modelindex)
// byte (count)
// byte (variance) (0 = no variance in size) (10 = 10% variance in size)
#define TE_PARTICLEBURST 122 // very similar to lavasplash.
// coord (origin)
// short (radius)
// byte (particle color)
// byte (duration * 10) (will be randomized a bit)
#define TE_FIREFIELD 123 // makes a field of fire.
// coord (origin)
// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// short (modelindex)
// byte (count)
// byte (flags)
// byte (duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.
#define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered non-opaque with additive
#define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent)
// byte (entity index of player)
// coord (vertical offset) ( attachment origin.z = player origin.z + vertical offset )
// short (model index)
// short (life * 10 );
#define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player.
// byte (entity index of player)
#define TE_MULTIGUNSHOT 126 // much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
// entities that have studio models.Traces are 4096 long.
//
// coord (origin)
// coord (origin)
// coord (origin)
// coord (direction)
// coord (direction)
// coord (direction)
// coord (x noise * 100)
// coord (y noise * 100)
// byte (count)
// byte (bullethole decal texture index)
#define TE_USERTRACER 127 // larger message than the standard tracer, but allows some customization.
// coord (origin)
// coord (origin)
// coord (origin)
// coord (velocity)
// coord (velocity)
// coord (velocity)
// byte ( life * 10 )
// byte ( color ) this is an index into an array of color vectors in the engine. (0 - )
// byte ( length * 10 )
#define MSG_BROADCAST 0 // unreliable to all
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
#define MSG_PVS 4 // Ents in PVS of org
#define MSG_PAS 5 // Ents in PAS of org
#define MSG_PVS_R 6 // Reliable to PVS
#define MSG_PAS_R 7 // Reliable to PAS
#define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped )
#define MSG_SPEC 9 // Sends to all spectator proxies
// contents of a spot in the world
#define CONTENTS_EMPTY -1
#define CONTENTS_SOLID -2
#define CONTENTS_WATER -3
#define CONTENTS_SLIME -4
#define CONTENTS_LAVA -5
#define CONTENTS_SKY -6
/* These additional contents constants are defined in bspfile.h
#define CONTENTS_ORIGIN -7 // removed at csg time
#define CONTENTS_CLIP -8 // changed to contents_solid
#define CONTENTS_CURRENT_0 -9
#define CONTENTS_CURRENT_90 -10
#define CONTENTS_CURRENT_180 -11
#define CONTENTS_CURRENT_270 -12
#define CONTENTS_CURRENT_UP -13
#define CONTENTS_CURRENT_DOWN -14
#define CONTENTS_TRANSLUCENT -15
*/
#define CONTENTS_LADDER -16
#define CONTENT_FLYFIELD -17
#define CONTENT_GRAVITY_FLYFIELD -18
#define CONTENT_FOG -19
#define CONTENT_EMPTY -1
#define CONTENT_SOLID -2
#define CONTENT_WATER -3
#define CONTENT_SLIME -4
#define CONTENT_LAVA -5
#define CONTENT_SKY -6
// channels
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area
#define CHAN_STATIC 6 // allocate channel from the static area
#define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network
#define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END).
#define CHAN_BOT 501 // channel used for bot chatter.
// attenuation values
#define ATTN_NONE 0
#define ATTN_NORM (float)0.8
#define ATTN_IDLE (float)2
#define ATTN_STATIC (float)1.25
// pitch values
#define PITCH_NORM 100 // non-pitch shifted
#define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high
#define PITCH_HIGH 120
// volume values
#define VOL_NORM 1.0
// plats
#define PLAT_LOW_TRIGGER 1
// Trains
#define SF_TRAIN_WAIT_RETRIGGER 1
#define SF_TRAIN_START_ON 4 // Train is initially moving
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
// buttons
#ifndef IN_BUTTONS_H
#include "in_buttons.h"
#endif
// Break Model Defines
#define BREAK_TYPEMASK 0x4F
#define BREAK_GLASS 0x01
#define BREAK_METAL 0x02
#define BREAK_FLESH 0x04
#define BREAK_WOOD 0x08
#define BREAK_SMOKE 0x10
#define BREAK_TRANS 0x20
#define BREAK_CONCRETE 0x40
#define BREAK_2 0x80
// Colliding temp entity sounds
#define BOUNCE_GLASS BREAK_GLASS
#define BOUNCE_METAL BREAK_METAL
#define BOUNCE_FLESH BREAK_FLESH
#define BOUNCE_WOOD BREAK_WOOD
#define BOUNCE_SHRAP 0x10
#define BOUNCE_SHELL 0x20
#define BOUNCE_CONCRETE BREAK_CONCRETE
#define BOUNCE_SHOTSHELL 0x80
// Temp entity bounce sound types
#define TE_BOUNCE_NULL 0
#define TE_BOUNCE_SHELL 1
#define TE_BOUNCE_SHOTSHELL 2
// Rendering constants
enum
{
kRenderNormal, // src
kRenderTransColor, // c*a+dest*(1-a)
kRenderTransTexture, // src*a+dest*(1-a)
kRenderGlow, // src*a+dest -- No Z buffer checks
kRenderTransAlpha, // src*srca+dest*(1-srca)
kRenderTransAdd, // src*a+dest
};
enum
{
kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
kRenderFxFlickerFast,
kRenderFxNoDissipation,
kRenderFxDistort, // Distort/scale/translate flicker
kRenderFxHologram, // kRenderFxDistort + distance fade
kRenderFxDeadPlayer, // kRenderAmt is the player index
kRenderFxExplode, // Scale up really big!
kRenderFxGlowShell, // Glowing Shell
kRenderFxClampMinScale, // Keep this sprite from getting very small (SPRITES only!)
kRenderFxLightMultiplier, //CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier
};
typedef int func_t;
typedef int string_t;
typedef unsigned char byte;
typedef unsigned short word;
#define _DEF_BYTE_
#undef true
#undef false
#ifndef __cplusplus
typedef enum {false, true} qboolean;
#else
typedef int qboolean;
#endif
typedef struct
{
byte r, g, b;
} color24;
typedef struct
{
unsigned r, g, b, a;
} colorVec;
#ifdef _WIN32
#pragma pack(push,2)
#endif
typedef struct
{
unsigned short r, g, b, a;
} PackedColorVec;
#ifdef _WIN32
#pragma pack(pop)
#endif
typedef struct link_s
{
struct link_s *prev, *next;
} link_t;
typedef struct edict_s edict_t;
typedef struct
{
vec3_t normal;
float dist;
} plane_t;
typedef struct
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
qboolean inopen, inwater;
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
plane_t plane; // surface normal at impact
edict_t *ent; // entity the surface is on
int hitgroup; // 0 == generic, non zero is specific body part
} trace_t;
#endif

65
MiniBase/ValveSDK/crc.h

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/* crc.h */
#ifndef CRC_H
#define CRC_H
#ifdef _WIN32
#pragma once
#endif
#include "archtypes.h" // DAL
// MD5 Hash
typedef struct
{
unsigned int buf[4];
unsigned int bits[2];
unsigned char in[64];
} MD5Context_t;
#ifdef _WIN32
typedef uint32 CRC32_t;
#else
typedef uint32 CRC32_t;
#endif
#ifdef __cplusplus
extern "C"
{
#endif
void CRC32_Init(CRC32_t *pulCRC);
CRC32_t CRC32_Final(CRC32_t pulCRC);
void CRC32_ProcessBuffer(CRC32_t *pulCRC, void *p, int len);
void CRC32_ProcessByte(CRC32_t *pulCRC, unsigned char ch);
int CRC_File(CRC32_t *crcvalue, char *pszFileName);
#ifdef __cplusplus
}
#endif
unsigned char COM_BlockSequenceCRCByte (unsigned char *base, int length, int sequence);
void MD5Init(MD5Context_t *context);
void MD5Update(MD5Context_t *context, unsigned char const *buf,
unsigned int len);
void MD5Final(unsigned char digest[16], MD5Context_t *context);
void Transform(unsigned int buf[4], unsigned int const in[16]);
int MD5_Hash_File(unsigned char digest[16], char *pszFileName, int bUsefopen, int bSeed, unsigned int seed[4]);
char *MD5_Print(unsigned char hash[16]);
int MD5_Hash_CachedFile(unsigned char digest[16], unsigned char *pCache, int nFileSize, int bSeed, unsigned int seed[4]);
int CRC_MapFile(CRC32_t *crcvalue, char *pszFileName);
#endif

103
MiniBase/ValveSDK/custom.h

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Customization.h
#ifndef CUSTOM_H
#define CUSTOM_H
#ifdef _WIN32
#pragma once
#endif
#include "const.h"
#define MAX_QPATH 64 // Must match value in quakedefs.h
/////////////////
// Customization
// passed to pfnPlayerCustomization
// For automatic downloading.
typedef enum
{
t_sound = 0,
t_skin,
t_model,
t_decal,
t_generic,
t_eventscript,
t_world, // Fake type for world, is really t_model
} resourcetype_t;
typedef struct
{
int size;
} _resourceinfo_t;
typedef struct resourceinfo_s
{
_resourceinfo_t info[ 8 ];
} resourceinfo_t;
#define RES_FATALIFMISSING (1<<0) // Disconnect if we can't get this file.
#define RES_WASMISSING (1<<1) // Do we have the file locally, did we get it ok?
#define RES_CUSTOM (1<<2) // Is this resource one that corresponds to another player's customization
// or is it a server startup resource.
#define RES_REQUESTED (1<<3) // Already requested a download of this one
#define RES_PRECACHED (1<<4) // Already precached
#define RES_ALWAYS (1<<5) // download always even if available on client
#define RES_CHECKFILE (1<<7) // check file on client
#include "crc.h"
typedef struct resource_s
{
char szFileName[MAX_QPATH]; // File name to download/precache.
resourcetype_t type; // t_sound, t_skin, t_model, t_decal.
int nIndex; // For t_decals
int nDownloadSize; // Size in Bytes if this must be downloaded.
unsigned char ucFlags;
// For handling client to client resource propagation
unsigned char rgucMD5_hash[16]; // To determine if we already have it.
unsigned char playernum; // Which player index this resource is associated with, if it's a custom resource.
unsigned char rguc_reserved[ 32 ]; // For future expansion
struct resource_s *pNext; // Next in chain.
struct resource_s *pPrev;
} resource_t;
typedef struct customization_s
{
qboolean bInUse; // Is this customization in use;
resource_t resource; // The resource_t for this customization
qboolean bTranslated; // Has the raw data been translated into a useable format?
// (e.g., raw decal .wad make into texture_t *)
int nUserData1; // Customization specific data
int nUserData2; // Customization specific data
void *pInfo; // Buffer that holds the data structure that references the data (e.g., the cachewad_t)
void *pBuffer; // Buffer that holds the data for the customization (the raw .wad data)
struct customization_s *pNext; // Next in chain
} customization_t;
#define FCUST_FROMHPAK ( 1<<0 )
#define FCUST_WIPEDATA ( 1<<1 )
#define FCUST_IGNOREINIT ( 1<<2 )
void COM_ClearCustomizationList( struct customization_s *pHead, qboolean bCleanDecals);
qboolean COM_CreateCustomization( struct customization_s *pListHead, struct resource_s *pResource, int playernumber, int flags,
struct customization_s **pCustomization, int *nLumps );
int COM_SizeofResourceList ( struct resource_s *pList, struct resourceinfo_s *ri );
#endif // CUSTOM_H

36
MiniBase/ValveSDK/cvardef.h

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/***
*
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef CVARDEF_H
#define CVARDEF_H
#define FCVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
#define FCVAR_USERINFO (1<<1) // changes the client's info string
#define FCVAR_SERVER (1<<2) // notifies players when changed
#define FCVAR_EXTDLL (1<<3) // defined by external DLL
#define FCVAR_CLIENTDLL (1<<4) // defined by the client dll
#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
#define FCVAR_PRINTABLEONLY (1<<7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
#define FCVAR_UNLOGGED (1<<8) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
typedef struct cvar_s
{
char *name;
char *string;
int flags;
float value;
struct cvar_s *next;
} cvar_t;
#endif

33
MiniBase/ValveSDK/dlight.h

@ -0,0 +1,33 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( DLIGHTH )
#define DLIGHTH
#ifdef _WIN32
#pragma once
#endif
typedef struct dlight_s
{
vec3_t origin;
float radius;
color24 color;
float die; // stop lighting after this time
float decay; // drop this each second
float minlight; // don't add when contributing less
int key;
qboolean dark; // subtracts light instead of adding
} dlight_t;
#endif

36
MiniBase/ValveSDK/edict.h

@ -0,0 +1,36 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined EDICT_H
#define EDICT_H
#ifdef _WIN32
#pragma once
#endif
#define MAX_ENT_LEAFS 48
#include "progdefs.h"
struct edict_s
{
qboolean free;
int serialnumber;
link_t area; // linked to a division node or leaf
int headnode; // -1 to use normal leaf check
int num_leafs;
short leafnums[MAX_ENT_LEAFS];
float freetime; // sv.time when the object was freed
void* pvPrivateData; // Alloced and freed by engine, used by DLLs
entvars_t v; // C exported fields from progs
// other fields from progs come immediately after
};
#endif

104
MiniBase/ValveSDK/engine_launcher_api.h

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// engine/launcher interface
#if !defined( ENGINE_LAUNCHER_APIH )
#define ENGINE_LAUNCHER_APIH
#ifdef _WIN32
#pragma once
#endif
typedef void ( *xcommand_t ) ( void );
#define RENDERTYPE_UNDEFINED 0
#define RENDERTYPE_SOFTWARE 1
#define RENDERTYPE_HARDWARE 2
#define RENDERTYPE_D3D 3
#define ENGINE_LAUNCHER_API_VERSION 1
typedef struct engine_api_s
{
int version;
int rendertype;
int size;
// Functions
int ( *GetEngineState ) ( void );
void ( *Cbuf_AddText ) ( char *text ); // append cmd at end of buf
void ( *Cbuf_InsertText ) ( char *text ); // insert cmd at start of buf
void ( *Cmd_AddCommand ) ( char *cmd_name, void ( *funcname )( void ) );
int ( *Cmd_Argc ) ( void );
char *( *Cmd_Args ) ( void );
char *( *Cmd_Argv ) ( int arg );
void ( *Con_Printf ) ( char *, ... );
void ( *Con_SafePrintf ) ( char *, ... );
void ( *Cvar_Set ) ( char *var_name, char *value );
void ( *Cvar_SetValue ) ( char *var_name, float value );
int ( *Cvar_VariableInt ) ( char *var_name );
char *( *Cvar_VariableString ) ( char *var_name );
float ( *Cvar_VariableValue ) ( char *var_name );
void ( *ForceReloadProfile ) ( void );
int ( *GetGameInfo ) ( struct GameInfo_s *pGI, char *pszChannel );
void ( *GameSetBackground ) ( int bBack );
void ( *GameSetState ) ( int iState );
void ( *GameSetSubState ) ( int iState );
int ( *GetPauseState ) ( void );
int ( *Host_Frame ) ( float time, int iState, int *stateInfo );
void ( *Host_GetHostInfo ) ( float *fps, int *nActive, int *nSpectators, int *nMaxPlayers, char *pszMap );
void ( *Host_Shutdown ) ( void );
int ( *Game_Init ) ( char *lpCmdLine, unsigned char *pMem, int iSize, struct exefuncs_s *pef, void *, int );
void ( *IN_ActivateMouse ) ( void );
void ( *IN_ClearStates ) ( void );
void ( *IN_DeactivateMouse ) ( void );
void ( *IN_MouseEvent ) ( int mstate );
void ( *Keyboard_ReturnToGame ) ( void );
void ( *Key_ClearStates ) ( void );
void ( *Key_Event ) ( int key, int down );
int ( *LoadGame ) ( const char *pszSlot );
void ( *S_BlockSound ) ( void );
void ( *S_ClearBuffer ) ( void );
void ( *S_GetDSPointer ) ( struct IDirectSound **lpDS, struct IDirectSoundBuffer **lpDSBuf );
void *( *S_GetWAVPointer ) ( void );
void ( *S_UnblockSound ) ( void );
int ( *SaveGame ) ( const char *pszSlot, const char *pszComment );
void ( *SetAuth ) ( void *pobj );
void ( *SetMessagePumpDisableMode ) ( int bMode );
void ( *SetPauseState ) ( int bPause );
void ( *SetStartupMode ) ( int bMode );
void ( *SNDDMA_Shutdown ) ( void );
void ( *Snd_AcquireBuffer ) ( void );
void ( *Snd_ReleaseBuffer ) ( void );
void ( *StoreProfile ) ( void );
double ( *Sys_FloatTime ) ( void );
void ( *VID_UpdateWindowVars ) ( void *prc, int x, int y );
void ( *VID_UpdateVID ) ( struct viddef_s *pvid );
// VGUI interfaces
void ( *VGui_CallEngineSurfaceProc ) ( void* hwnd, unsigned int msg, unsigned int wparam, long lparam );
// notifications that the launcher is taking/giving focus to the engine
void ( *EngineTakingFocus ) ( void );
void ( *LauncherTakingFocus ) ( void );
#ifdef _WIN32
// Only filled in by rendertype RENDERTYPE_HARDWARE
void ( *GL_Init ) ( void );
int ( *GL_SetMode ) ( HWND hwndGame, HDC *pmaindc, HGLRC *pbaseRC, int fD3D, const char *p, const char *pszCmdLine );
void ( *GL_Shutdown ) ( HWND hwnd, HDC hdc, HGLRC hglrc );
void ( *QGL_D3DShared ) ( struct tagD3DGlobals *d3dGShared );
int ( WINAPI *glSwapBuffers ) ( HDC dc );
void ( *DirectorProc ) ( unsigned int cmd, void * params );
#else
// NOT USED IN LINUX!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
void ( *GL_Init ) ( void );
void ( *GL_SetMode ) ( void );
void ( *GL_Shutdown ) ( void );
void ( *QGL_D3DShared ) ( void );
void ( *glSwapBuffers ) ( void );
void ( *DirectorProc ) ( void );
// LINUX
#endif
} engine_api_t;
#endif // ENGINE_LAUNCHER_APIH

193
MiniBase/ValveSDK/entity_state.h

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/***
*
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( ENTITY_STATEH )
#define ENTITY_STATEH
#ifdef _WIN32
#pragma once
#endif
// For entityType below
#define ENTITY_NORMAL (1<<0)
#define ENTITY_BEAM (1<<1)
// Entity state is used for the baseline and for delta compression of a packet of
// entities that is sent to a client.
typedef struct entity_state_s entity_state_t;
struct entity_state_s
{
// Fields which are filled in by routines outside of delta compression
int entityType;
// Index into cl_entities array for this entity.
int number;
float msg_time;
// Message number last time the player/entity state was updated.
int messagenum;
// Fields which can be transitted and reconstructed over the network stream
vec3_t origin;
vec3_t angles;
int modelindex;
int sequence;
float frame;
int colormap;
short skin;
short solid;
int effects;
float scale;
byte eflags;
// Render information
int rendermode;
int renderamt;
color24 rendercolor;
int renderfx;
int movetype;
float animtime;
float framerate;
int body;
byte controller[4];
byte blending[4];
vec3_t velocity;
// Send bbox down to client for use during prediction.
vec3_t mins;
vec3_t maxs;
int aiment;
// If owned by a player, the index of that player ( for projectiles ).
int owner;
// Friction, for prediction.
float friction;
// Gravity multiplier
float gravity;
// PLAYER SPECIFIC
int team;
int playerclass;
int health;
qboolean spectator;
int weaponmodel;
int gaitsequence;
// If standing on conveyor, e.g.
vec3_t basevelocity;
// Use the crouched hull, or the regular player hull.
int usehull;
// Latched buttons last time state updated.
int oldbuttons;
// -1 = in air, else pmove entity number
int onground;
int iStepLeft;
// How fast we are falling
float flFallVelocity;
float fov;
int weaponanim;
// Parametric movement overrides
vec3_t startpos;
vec3_t endpos;
float impacttime;
float starttime;
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
};
#include "pm_info.h"
typedef struct clientdata_s
{
vec3_t origin;
vec3_t velocity;
int viewmodel;
vec3_t punchangle;
int flags;
int waterlevel;
int watertype;
vec3_t view_ofs;
float health;
int bInDuck;
int weapons; // remove?
int flTimeStepSound;
int flDuckTime;
int flSwimTime;
int waterjumptime;
float maxspeed;
float fov;
int weaponanim;
int m_iId;
int ammo_shells;
int ammo_nails;
int ammo_cells;
int ammo_rockets;
float m_flNextAttack;
int tfstate;
int pushmsec;
int deadflag;
char physinfo[ MAX_PHYSINFO_STRING ];
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
} clientdata_t;
#include "weaponinfo.h"
typedef struct local_state_s
{
entity_state_t playerstate;
clientdata_t client;
weapon_data_t weapondata[ 32 ];
} local_state_t;
#endif // !ENTITY_STATEH

26
MiniBase/ValveSDK/entity_types.h

@ -0,0 +1,26 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// entity_types.h
#if !defined( ENTITY_TYPESH )
#define ENTITY_TYPESH
#define ET_NORMAL 0
#define ET_PLAYER 1
#define ET_TEMPENTITY 2
#define ET_BEAM 3
// BMODEL or SPRITE that was split across BSP nodes
#define ET_FRAGMENTED 4
#endif // !ENTITY_TYPESH

51
MiniBase/ValveSDK/event_api.h

@ -0,0 +1,51 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( EVENT_APIH )
#define EVENT_APIH
#ifdef _WIN32
#pragma once
#endif
#define EVENT_API_VERSION 1
typedef struct event_api_s
{
int version;
void ( *EV_PlaySound ) ( int ent, float *origin, int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
void ( *EV_StopSound ) ( int ent, int channel, const char *sample );
int ( *EV_FindModelIndex )( const char *pmodel );
int ( *EV_IsLocal ) ( int playernum );
int ( *EV_LocalPlayerDucking ) ( void );
void ( *EV_LocalPlayerViewheight ) ( float * );
void ( *EV_LocalPlayerBounds ) ( int hull, float *mins, float *maxs );
int ( *EV_IndexFromTrace) ( struct pmtrace_s *pTrace );
struct physent_s *( *EV_GetPhysent ) ( int idx );
void ( *EV_SetUpPlayerPrediction ) ( int dopred, int bIncludeLocalClient );
void ( *EV_PushPMStates ) ( void );
void ( *EV_PopPMStates ) ( void );
void ( *EV_SetSolidPlayers ) (int playernum);
void ( *EV_SetTraceHull ) ( int hull );
void ( *EV_PlayerTrace ) ( float *start, float *end, int traceFlags, int ignore_pe, struct pmtrace_s *tr );
void ( *EV_WeaponAnimation ) ( int sequence, int body );
unsigned short ( *EV_PrecacheEvent ) ( int type, const char* psz );
void ( *EV_PlaybackEvent ) ( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
const char *( *EV_TraceTexture ) ( int ground, float *vstart, float *vend );
void ( *EV_StopAllSounds ) ( int entnum, int entchannel );
void ( *EV_KillEvents ) ( int entnum, const char *eventname );
} event_api_t;
extern event_api_t eventapi;
#endif

50
MiniBase/ValveSDK/event_args.h

@ -0,0 +1,50 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( EVENT_ARGSH )
#define EVENT_ARGSH
#ifdef _WIN32
#pragma once
#endif
// Event was invoked with stated origin
#define FEVENT_ORIGIN ( 1<<0 )
// Event was invoked with stated angles
#define FEVENT_ANGLES ( 1<<1 )
typedef struct event_args_s
{
int flags;
// Transmitted
int entindex;
float origin[3];
float angles[3];
float velocity[3];
int ducking;
float fparam1;
float fparam2;
int iparam1;
int iparam2;
int bparam1;
int bparam2;
} event_args_t;
#endif

47
MiniBase/ValveSDK/event_flags.h

@ -0,0 +1,47 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( EVENT_FLAGSH )
#define EVENT_FLAGSH
#ifdef _WIN32
#pragma once
#endif
// Skip local host for event send.
#define FEV_NOTHOST (1<<0)
// Send the event reliably. You must specify the origin and angles and use
// PLAYBACK_EVENT_FULL for this to work correctly on the server for anything
// that depends on the event origin/angles. I.e., the origin/angles are not
// taken from the invoking edict for reliable events.
#define FEV_RELIABLE (1<<1)
// Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).
#define FEV_GLOBAL (1<<2)
// If this client already has one of these events in its queue, just update the event instead of sending it as a duplicate
//
#define FEV_UPDATE (1<<3)
// Only send to entity specified as the invoker
#define FEV_HOSTONLY (1<<4)
// Only send if the event was created on the server.
#define FEV_SERVER (1<<5)
// Only issue event client side ( from shared code )
#define FEV_CLIENT (1<<6)
#endif

38
MiniBase/ValveSDK/in_buttons.h

@ -0,0 +1,38 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef IN_BUTTONS_H
#define IN_BUTTONS_H
#ifdef _WIN32
#pragma once
#endif
#define IN_ATTACK (1 << 0)
#define IN_JUMP (1 << 1)
#define IN_DUCK (1 << 2)
#define IN_FORWARD (1 << 3)
#define IN_BACK (1 << 4)
#define IN_USE (1 << 5)
#define IN_CANCEL (1 << 6)
#define IN_LEFT (1 << 7)
#define IN_RIGHT (1 << 8)
#define IN_MOVELEFT (1 << 9)
#define IN_MOVERIGHT (1 << 10)
#define IN_ATTACK2 (1 << 11)
#define IN_RUN (1 << 12)
#define IN_RELOAD (1 << 13)
#define IN_ALT1 (1 << 14)
#define IN_SCORE (1 << 15) // Used by client.dll for when scoreboard is held down
#endif // IN_BUTTONS_H

124
MiniBase/ValveSDK/keydefs.h

@ -0,0 +1,124 @@
// keydefs.h
#ifndef KEYDEFS_H
#define KEYDEFS_H
#ifdef _WIN32
#pragma once
#endif
//
// these are the key numbers that should be passed to Key_Event
//
#define K_TAB 9
#define K_ENTER 13
#define K_ESCAPE 27
#define K_SPACE 32
// normal keys should be passed as lowercased ascii
#define K_BACKSPACE 127
#define K_UPARROW 128
#define K_DOWNARROW 129
#define K_LEFTARROW 130
#define K_RIGHTARROW 131
#define K_ALT 132
#define K_CTRL 133
#define K_SHIFT 134
#define K_F1 135
#define K_F2 136
#define K_F3 137
#define K_F4 138
#define K_F5 139
#define K_F6 140
#define K_F7 141
#define K_F8 142
#define K_F9 143
#define K_F10 144
#define K_F11 145
#define K_F12 146
#define K_INS 147
#define K_DEL 148
#define K_PGDN 149
#define K_PGUP 150
#define K_HOME 151
#define K_END 152
#define K_KP_HOME 160
#define K_KP_UPARROW 161
#define K_KP_PGUP 162
#define K_KP_LEFTARROW 163
#define K_KP_5 164
#define K_KP_RIGHTARROW 165
#define K_KP_END 166
#define K_KP_DOWNARROW 167
#define K_KP_PGDN 168
#define K_KP_ENTER 169
#define K_KP_INS 170
#define K_KP_DEL 171
#define K_KP_SLASH 172
#define K_KP_MINUS 173
#define K_KP_PLUS 174
#define K_CAPSLOCK 175
#define K_KP_MUL 176
#define K_WIN 177
//
// joystick buttons
//
#define K_JOY1 203
#define K_JOY2 204
#define K_JOY3 205
#define K_JOY4 206
//
// aux keys are for multi-buttoned joysticks to generate so they can use
// the normal binding process
//
#define K_AUX1 207
#define K_AUX2 208
#define K_AUX3 209
#define K_AUX4 210
#define K_AUX5 211
#define K_AUX6 212
#define K_AUX7 213
#define K_AUX8 214
#define K_AUX9 215
#define K_AUX10 216
#define K_AUX11 217
#define K_AUX12 218
#define K_AUX13 219
#define K_AUX14 220
#define K_AUX15 221
#define K_AUX16 222
#define K_AUX17 223
#define K_AUX18 224
#define K_AUX19 225
#define K_AUX20 226
#define K_AUX21 227
#define K_AUX22 228
#define K_AUX23 229
#define K_AUX24 230
#define K_AUX25 231
#define K_AUX26 232
#define K_AUX27 233
#define K_AUX28 234
#define K_AUX29 235
#define K_AUX30 236
#define K_AUX31 237
#define K_AUX32 238
#define K_MWHEELDOWN 239
#define K_MWHEELUP 240
#define K_PAUSE 255
//
// mouse buttons generate virtual keys
//
#define K_MOUSE1 241
#define K_MOUSE2 242
#define K_MOUSE3 243
#define K_MOUSE4 244
#define K_MOUSE5 245
#endif // KEYDEFS_H

99
MiniBase/ValveSDK/net_api.h

@ -0,0 +1,99 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( NET_APIH )
#define NET_APIH
#ifdef _WIN32
#pragma once
#endif
#if !defined ( NETADRH )
#include "netadr.h"
#endif
#define NETAPI_REQUEST_SERVERLIST ( 0 ) // Doesn't need a remote address
#define NETAPI_REQUEST_PING ( 1 )
#define NETAPI_REQUEST_RULES ( 2 )
#define NETAPI_REQUEST_PLAYERS ( 3 )
#define NETAPI_REQUEST_DETAILS ( 4 )
// Set this flag for things like broadcast requests, etc. where the engine should not
// kill the request hook after receiving the first response
#define FNETAPI_MULTIPLE_RESPONSE ( 1<<0 )
typedef void ( *net_api_response_func_t ) ( struct net_response_s *response );
#define NET_SUCCESS ( 0 )
#define NET_ERROR_TIMEOUT ( 1<<0 )
#define NET_ERROR_PROTO_UNSUPPORTED ( 1<<1 )
#define NET_ERROR_UNDEFINED ( 1<<2 )
typedef struct net_adrlist_s
{
struct net_adrlist_s *next;
netadr_t remote_address;
} net_adrlist_t;
typedef struct net_response_s
{
// NET_SUCCESS or an error code
int error;
// Context ID
int context;
// Type
int type;
// Server that is responding to the request
netadr_t remote_address;
// Response RTT ping time
double ping;
// Key/Value pair string ( separated by backlash \ characters )
// WARNING: You must copy this buffer in the callback function, because it is freed
// by the engine right after the call!!!!
// ALSO: For NETAPI_REQUEST_SERVERLIST requests, this will be a pointer to a linked list of net_adrlist_t's
void *response;
} net_response_t;
typedef struct net_status_s
{
// Connected to remote server? 1 == yes, 0 otherwise
int connected;
// Client's IP address
netadr_t local_address;
// Address of remote server
netadr_t remote_address;
// Packet Loss ( as a percentage )
int packet_loss;
// Latency, in seconds ( multiply by 1000.0 to get milliseconds )
double latency;
// Connection time, in seconds
double connection_time;
// Rate setting ( for incoming data )
double rate;
} net_status_t;
typedef struct net_api_s
{
// APIs
void ( *InitNetworking )( void );
void ( *Status ) ( struct net_status_s *status );
void ( *SendRequest) ( int context, int request, int flags, double timeout, struct netadr_s *remote_address, net_api_response_func_t response );
void ( *CancelRequest ) ( int context );
void ( *CancelAllRequests ) ( void );
char *( *AdrToString ) ( struct netadr_s *a );
int ( *CompareAdr ) ( struct netadr_s *a, struct netadr_s *b );
int ( *StringToAdr ) ( char *s, struct netadr_s *a );
const char *( *ValueForKey ) ( const char *s, const char *key );
void ( *RemoveKey ) ( char *s, const char *key );
void ( *SetValueForKey ) (char *s, const char *key, const char *value, int maxsize );
} net_api_t;
extern net_api_t netapi;
#endif // NET_APIH

40
MiniBase/ValveSDK/netadr.h

@ -0,0 +1,40 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// netadr.h
#ifndef NETADR_H
#define NETADR_H
#ifdef _WIN32
#pragma once
#endif
typedef enum
{
NA_UNUSED,
NA_LOOPBACK,
NA_BROADCAST,
NA_IP,
NA_IPX,
NA_BROADCAST_IPX,
} netadrtype_t;
typedef struct netadr_s
{
netadrtype_t type;
unsigned char ip[4];
unsigned char ipx[10];
unsigned short port;
} netadr_t;
#endif // NETADR_H

166
MiniBase/ValveSDK/parsemsg.cpp

@ -0,0 +1,166 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// parsemsg.cpp
//
typedef unsigned char byte;
#define true 1
static byte *gpBuf;
static int giSize;
static int giRead;
static int giBadRead;
void BEGIN_READ( void *buf, int size )
{
giRead = 0;
giBadRead = 0;
giSize = size;
gpBuf = (byte*)buf;
}
int READ_CHAR( void )
{
int c;
if (giRead + 1 > giSize)
{
giBadRead = true;
return -1;
}
c = (signed char)gpBuf[giRead];
giRead++;
return c;
}
int READ_BYTE( void )
{
int c;
if (giRead+1 > giSize)
{
giBadRead = true;
return -1;
}
c = (unsigned char)gpBuf[giRead];
giRead++;
return c;
}
int READ_SHORT( void )
{
int c;
if (giRead+2 > giSize)
{
giBadRead = true;
return -1;
}
c = (short)( gpBuf[giRead] + ( gpBuf[giRead+1] << 8 ) );
giRead += 2;
return c;
}
int READ_WORD( void )
{
return READ_SHORT();
}
int READ_LONG( void )
{
int c;
if (giRead+4 > giSize)
{
giBadRead = true;
return -1;
}
c = gpBuf[giRead] + (gpBuf[giRead + 1] << 8) + (gpBuf[giRead + 2] << 16) + (gpBuf[giRead + 3] << 24);
giRead += 4;
return c;
}
float READ_FLOAT( void )
{
union
{
byte b[4];
float f;
int l;
} dat;
dat.b[0] = gpBuf[giRead];
dat.b[1] = gpBuf[giRead+1];
dat.b[2] = gpBuf[giRead+2];
dat.b[3] = gpBuf[giRead+3];
giRead += 4;
// dat.l = LittleLong (dat.l);
return dat.f;
}
char* READ_STRING( void )
{
static char string[2048];
int l,c;
string[0] = 0;
l = 0;
do
{
if ( giRead+1 > giSize )
break; // no more characters
c = READ_CHAR();
if (c == -1 || c == 0)
break;
string[l] = c;
l++;
} while (l < sizeof(string)-1);
string[l] = 0;
return string;
}
float READ_COORD( void )
{
return (float)(READ_SHORT() * (1.0/8));
}
float READ_ANGLE( void )
{
return (float)(READ_CHAR() * (360.0/256));
}
float READ_HIRESANGLE( void )
{
return (float)(READ_SHORT() * (360.0/65536));
}

40
MiniBase/ValveSDK/parsemsg.h

@ -0,0 +1,40 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// parsemsg.h
//
#define ASSERT( x )
void BEGIN_READ( void *buf, int size );
int READ_CHAR( void );
int READ_BYTE( void );
int READ_SHORT( void );
int READ_WORD( void );
int READ_LONG( void );
float READ_FLOAT( void );
char* READ_STRING( void );
float READ_COORD( void );
float READ_ANGLE( void );
float READ_HIRESANGLE( void );

57
MiniBase/ValveSDK/particledef.h

@ -0,0 +1,57 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( PARTICLEDEFH )
#define PARTICLEDEFH
#ifdef _WIN32
#pragma once
#endif
typedef enum {
pt_static,
pt_grav,
pt_slowgrav,
pt_fire,
pt_explode,
pt_explode2,
pt_blob,
pt_blob2,
pt_vox_slowgrav,
pt_vox_grav,
pt_clientcustom // Must have callback function specified
} ptype_t;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
typedef struct particle_s
{
// driver-usable fields
vec3_t org;
short color;
short packedColor;
// drivers never touch the following fields
struct particle_s *next;
vec3_t vel;
float ramp;
float die;
ptype_t type;
void (*deathfunc)( struct particle_s *particle );
// for pt_clientcusttom, we'll call this function each frame
void (*callback)( struct particle_s *particle, float frametime );
// For deathfunc, etc.
unsigned char context;
} particle_t;
#endif

223
MiniBase/ValveSDK/pm_defs.h

@ -0,0 +1,223 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// pm_defs.h
#if !defined( PM_DEFSH )
#define PM_DEFSH
#pragma once
#include "archtypes.h" // DAL
#define MAX_PHYSENTS 600 // Must have room for all entities in the world.
#define MAX_MOVEENTS 64
#define MAX_CLIP_PLANES 5
#define PM_NORMAL 0x00000000
#define PM_STUDIO_IGNORE 0x00000001 // Skip studio models
#define PM_STUDIO_BOX 0x00000002 // Use boxes for non-complex studio models (even in traceline)
#define PM_GLASS_IGNORE 0x00000004 // Ignore entities with non-normal rendermode
#define PM_WORLD_ONLY 0x00000008 // Only trace against the world
// Values for flags parameter of PM_TraceLine
#define PM_TRACELINE_PHYSENTSONLY 0
#define PM_TRACELINE_ANYVISIBLE 1
#include "pm_info.h"
// PM_PlayerTrace results.
#include "pmtrace.h"
#if !defined ( USERCMD_H )
#include "usercmd.h"
#endif
// physent_t
typedef struct physent_s
{
char name[32]; // Name of model, or "player" or "world".
int player;
vec3_t origin; // Model's origin in world coordinates.
struct model_s *model; // only for bsp models
struct model_s *studiomodel; // SOLID_BBOX, but studio clip intersections.
vec3_t mins, maxs; // only for non-bsp models
int info; // For client or server to use to identify (index into edicts or cl_entities)
vec3_t angles; // rotated entities need this info for hull testing to work.
int solid; // Triggers and func_door type WATER brushes are SOLID_NOT
int skin; // BSP Contents for such things like fun_door water brushes.
int rendermode; // So we can ignore glass
// Complex collision detection.
float frame;
int sequence;
byte controller[4];
byte blending[2];
int movetype;
int takedamage;
int blooddecal;
int team;
int classnumber;
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
} physent_t;
typedef struct playermove_s
{
int player_index; // So we don't try to run the PM_CheckStuck nudging too quickly.
qboolean server; // For debugging, are we running physics code on server side?
qboolean multiplayer; // 1 == multiplayer server
float time; // realtime on host, for reckoning duck timing
float frametime; // Duration of this frame
vec3_t forward, right, up; // Vectors for angles
// player state
vec3_t origin; // Movement origin.
vec3_t angles; // Movement view angles.
vec3_t oldangles; // Angles before movement view angles were looked at.
vec3_t velocity; // Current movement direction.
vec3_t movedir; // For waterjumping, a forced forward velocity so we can fly over lip of ledge.
vec3_t basevelocity; // Velocity of the conveyor we are standing, e.g.
// For ducking/dead
vec3_t view_ofs; // Our eye position.
float flDuckTime; // Time we started duck
qboolean bInDuck; // In process of ducking or ducked already?
// For walking/falling
int flTimeStepSound; // Next time we can play a step sound
int iStepLeft;
float flFallVelocity;
vec3_t punchangle;
float flSwimTime;
float flNextPrimaryAttack;
int effects; // MUZZLE FLASH, e.g.
int flags; // FL_ONGROUND, FL_DUCKING, etc.
int usehull; // 0 = regular player hull, 1 = ducked player hull, 2 = point hull
float gravity; // Our current gravity and friction.
float friction;
int oldbuttons; // Buttons last usercmd
float waterjumptime; // Amount of time left in jumping out of water cycle.
qboolean dead; // Are we a dead player?
int deadflag;
int spectator; // Should we use spectator physics model?
int movetype; // Our movement type, NOCLIP, WALK, FLY
int onground;
int waterlevel;
int watertype;
int oldwaterlevel;
char sztexturename[256];
char chtexturetype;
float maxspeed;
float clientmaxspeed; // Player specific maxspeed
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
// world state
// Number of entities to clip against.
int numphysent;
physent_t physents[MAX_PHYSENTS];
// Number of momvement entities (ladders)
int nummoveent;
// just a list of ladders
physent_t moveents[MAX_MOVEENTS];
// All things being rendered, for tracing against things you don't actually collide with
int numvisent;
physent_t visents[ MAX_PHYSENTS ];
// input to run through physics.
usercmd_t cmd;
// Trace results for objects we collided with.
int numtouch;
pmtrace_t touchindex[MAX_PHYSENTS];
char physinfo[ MAX_PHYSINFO_STRING ]; // Physics info string
struct movevars_s *movevars;
vec3_t player_mins[ 4 ];
vec3_t player_maxs[ 4 ];
// Common functions
const char *(*PM_Info_ValueForKey) ( const char *s, const char *key );
void (*PM_Particle)( float *origin, int color, float life, int zpos, int zvel);
int (*PM_TestPlayerPosition) (float *pos, pmtrace_t *ptrace );
void (*Con_NPrintf)( int idx, char *fmt, ... );
void (*Con_DPrintf)( char *fmt, ... );
void (*Con_Printf)( char *fmt, ... );
double (*Sys_FloatTime)( void );
void (*PM_StuckTouch)( int hitent, pmtrace_t *ptraceresult );
int (*PM_PointContents) (float *p, int *truecontents /*filled in if this is non-null*/ );
int (*PM_TruePointContents) (float *p);
int (*PM_HullPointContents) ( struct hull_s *hull, int num, float *p);
pmtrace_t (*PM_PlayerTrace) (float *start, float *end, int traceFlags, int ignore_pe );
struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehulll, int ignore_pe );
int32 (*RandomLong)( int32 lLow, int32 lHigh );
float (*RandomFloat)( float flLow, float flHigh );
int (*PM_GetModelType)( struct model_s *mod );
void (*PM_GetModelBounds)( struct model_s *mod, float *mins, float *maxs );
void *(*PM_HullForBsp)( physent_t *pe, float *offset );
float (*PM_TraceModel)( physent_t *pEnt, float *start, float *end, trace_t *trace );
int (*COM_FileSize)(char *filename);
byte *(*COM_LoadFile) (char *path, int usehunk, int *pLength);
void (*COM_FreeFile) ( void *buffer );
char *(*memfgets)( byte *pMemFile, int fileSize, int *pFilePos, char *pBuffer, int bufferSize );
// Functions
// Run functions for this frame?
qboolean runfuncs;
void (*PM_PlaySound) ( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
const char *(*PM_TraceTexture) ( int ground, float *vstart, float *vend );
void (*PM_PlaybackEventFull) ( int flags, int clientindex, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
pmtrace_t (*PM_PlayerTraceEx) (float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ) );
int (*PM_TestPlayerPositionEx) (float *pos, pmtrace_t *ptrace, int (*pfnIgnore)( physent_t *pe ) );
struct pmtrace_s *(*PM_TraceLineEx)( float *start, float *end, int flags, int usehulll, int (*pfnIgnore)( physent_t *pe ) );
} playermove_t;
#endif

22
MiniBase/ValveSDK/pm_info.h

@ -0,0 +1,22 @@
/***
*
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Physics info string definition
#if !defined( PM_INFOH )
#define PM_INFOH
#pragma once
#define MAX_PHYSINFO_STRING 256
#endif // PM_INFOH

43
MiniBase/ValveSDK/pmtrace.h

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/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( PMTRACEH )
#define PMTRACEH
#ifdef _WIN32
#pragma once
#endif
typedef struct
{
vec3_t normal;
float dist;
} pmplane_t;
typedef struct pmtrace_s pmtrace_t;
struct pmtrace_s
{
qboolean allsolid; // if true, plane is not valid
qboolean startsolid; // if true, the initial point was in a solid area
qboolean inopen, inwater; // End point is in empty space or in water
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
pmplane_t plane; // surface normal at impact
int ent; // entity at impact
vec3_t deltavelocity; // Change in player's velocity caused by impact.
// Only run on server.
int hitgroup;
};
#endif

224
MiniBase/ValveSDK/progdefs.h

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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef PROGDEFS_H
#define PROGDEFS_H
#ifdef _WIN32
#pragma once
#endif
typedef struct
{
float time;
float frametime;
float force_retouch;
string_t mapname;
string_t startspot;
float deathmatch;
float coop;
float teamplay;
float serverflags;
float found_secrets;
vec3_t v_forward;
vec3_t v_up;
vec3_t v_right;
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
vec3_t trace_endpos;
vec3_t trace_plane_normal;
float trace_plane_dist;
edict_t *trace_ent;
float trace_inopen;
float trace_inwater;
int trace_hitgroup;
int trace_flags;
int msg_entity;
int cdAudioTrack;
int maxClients;
int maxEntities;
const char *pStringBase;
void *pSaveData;
vec3_t vecLandmarkOffset;
} globalvars_t;
typedef struct entvars_s
{
string_t classname;
string_t globalname;
vec3_t origin;
vec3_t oldorigin;
vec3_t velocity;
vec3_t basevelocity;
vec3_t clbasevelocity; // Base velocity that was passed in to server physics so
// client can predict conveyors correctly. Server zeroes it, so we need to store here, too.
vec3_t movedir;
vec3_t angles; // Model angles
vec3_t avelocity; // angle velocity (degrees per second)
vec3_t punchangle; // auto-decaying view angle adjustment
vec3_t v_angle; // Viewing angle (player only)
// For parametric entities
vec3_t endpos;
vec3_t startpos;
float impacttime;
float starttime;
int fixangle; // 0:nothing, 1:force view angles, 2:add avelocity
float idealpitch;
float pitch_speed;
float ideal_yaw;
float yaw_speed;
int modelindex;
string_t model;
int viewmodel; // player's viewmodel
int weaponmodel; // what other players see
vec3_t absmin; // BB max translated to world coord
vec3_t absmax; // BB max translated to world coord
vec3_t mins; // local BB min
vec3_t maxs; // local BB max
vec3_t size; // maxs - mins
float ltime;
float nextthink;
int movetype;
int solid;
int skin;
int body; // sub-model selection for studiomodels
int effects;
float gravity; // % of "normal" gravity
float friction; // inverse elasticity of MOVETYPE_BOUNCE
int light_level;
int sequence; // animation sequence
int gaitsequence; // movement animation sequence for player (0 for none)
float frame; // % playback position in animation sequences (0..255)
float animtime; // world time when frame was set
float framerate; // animation playback rate (-8x to 8x)
byte controller[4]; // bone controller setting (0..255)
byte blending[2]; // blending amount between sub-sequences (0..255)
float scale; // sprite rendering scale (0..255)
int rendermode;
float renderamt;
vec3_t rendercolor;
int renderfx;
float health;
float frags;
int weapons; // bit mask for available weapons
float takedamage;
int deadflag;
vec3_t view_ofs; // eye position
int button;
int impulse;
edict_t *chain; // Entity pointer when linked into a linked list
edict_t *dmg_inflictor;
edict_t *enemy;
edict_t *aiment; // entity pointer when MOVETYPE_FOLLOW
edict_t *owner;
edict_t *groundentity;
int spawnflags;
int flags;
int colormap; // lowbyte topcolor, highbyte bottomcolor
int team;
float max_health;
float teleport_time;
float armortype;
float armorvalue;
int waterlevel;
int watertype;
string_t target;
string_t targetname;
string_t netname;
string_t message;
float dmg_take;
float dmg_save;
float dmg;
float dmgtime;
string_t noise;
string_t noise1;
string_t noise2;
string_t noise3;
float speed;
float air_finished;
float pain_finished;
float radsuit_finished;
edict_t *pContainingEntity;
int playerclass;
float maxspeed;
float fov;
int weaponanim;
int pushmsec;
int bInDuck;
int flTimeStepSound;
int flSwimTime;
int flDuckTime;
int iStepLeft;
float flFallVelocity;
int gamestate;
int oldbuttons;
int groupinfo;
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
edict_t *euser1;
edict_t *euser2;
edict_t *euser3;
edict_t *euser4;
} entvars_t;
#endif // PROGDEFS_H

82
MiniBase/ValveSDK/progs.h

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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef PROGS_H
#define PROGS_H
#include "progdefs.h"
// 16 simultaneous events, max
#define MAX_EVENT_QUEUE 64
#define DEFAULT_EVENT_RESENDS 1
#include "event_flags.h"
typedef struct event_info_s event_info_t;
#include "event_args.h"
struct event_info_s
{
unsigned short index; // 0 implies not in use
short packet_index; // Use data from state info for entity in delta_packet . -1 implies separate info based on event
// parameter signature
short entity_index; // The edict this event is associated with
float fire_time; // if non-zero, the time when the event should be fired ( fixed up on the client )
event_args_t args;
// CLIENT ONLY
int flags; // Reliable or not, etc.
};
typedef struct event_state_s event_state_t;
struct event_state_s
{
struct event_info_s ei[ MAX_EVENT_QUEUE ];
};
#if !defined( ENTITY_STATEH )
#include "entity_state.h"
#endif
#if !defined( EDICT_H )
#include "edict.h"
#endif
#define STRUCT_FROM_LINK(l,t,m) ((t *)((byte *)l - (int)&(((t *)0)->m)))
#define EDICT_FROM_AREA(l) STRUCT_FROM_LINK(l,edict_t,area)
//============================================================================
extern char *pr_strings;
extern globalvars_t gGlobalVariables;
//============================================================================
edict_t *ED_Alloc (void);
void ED_Free (edict_t *ed);
void ED_LoadFromFile (char *data);
edict_t *EDICT_NUM(int n);
int NUM_FOR_EDICT(const edict_t *e);
#define PROG_TO_EDICT(e) ((edict_t *)((byte *)sv.edicts + e))
#endif // PROGS_H

197
MiniBase/ValveSDK/r_efx.h

@ -0,0 +1,197 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( R_EFXH )
#define R_EFXH
#ifdef _WIN32
#pragma once
#endif
// particle_t
#if !defined( PARTICLEDEFH )
#include "particledef.h"
#endif
// BEAM
#if !defined( BEAMDEFH )
#include "beamdef.h"
#endif
// dlight_t
#if !defined ( DLIGHTH )
#include "dlight.h"
#endif
// cl_entity_t
#if !defined( CL_ENTITYH )
#include "cl_entity.h"
#endif
/*
// FOR REFERENCE, These are the built-in tracer colors. Note, color 4 is the one
// that uses the tracerred/tracergreen/tracerblue and traceralpha cvar settings
color24 gTracerColors[] =
{
{ 255, 255, 255 }, // White
{ 255, 0, 0 }, // Red
{ 0, 255, 0 }, // Green
{ 0, 0, 255 }, // Blue
{ 0, 0, 0 }, // Tracer default, filled in from cvars, etc.
{ 255, 167, 17 }, // Yellow-orange sparks
{ 255, 130, 90 }, // Yellowish streaks (garg)
{ 55, 60, 144 }, // Blue egon streak
{ 255, 130, 90 }, // More Yellowish streaks (garg)
{ 255, 140, 90 }, // More Yellowish streaks (garg)
{ 200, 130, 90 }, // More red streaks (garg)
{ 255, 120, 70 }, // Darker red streaks (garg)
};
*/
// Temporary entity array
#define TENTPRIORITY_LOW 0
#define TENTPRIORITY_HIGH 1
// TEMPENTITY flags
#define FTENT_NONE 0x00000000
#define FTENT_SINEWAVE 0x00000001
#define FTENT_GRAVITY 0x00000002
#define FTENT_ROTATE 0x00000004
#define FTENT_SLOWGRAVITY 0x00000008
#define FTENT_SMOKETRAIL 0x00000010
#define FTENT_COLLIDEWORLD 0x00000020
#define FTENT_FLICKER 0x00000040
#define FTENT_FADEOUT 0x00000080
#define FTENT_SPRANIMATE 0x00000100
#define FTENT_HITSOUND 0x00000200
#define FTENT_SPIRAL 0x00000400
#define FTENT_SPRCYCLE 0x00000800
#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
#define FTENT_SPARKSHOWER 0x00020000
#define FTENT_NOMODEL 0x00040000 // Doesn't have a model, never try to draw ( it just triggers other things )
#define FTENT_CLIENTCUSTOM 0x00080000 // Must specify callback. Callback function is responsible for killing tempent and updating fields ( unless other flags specify how to do things )
typedef struct tempent_s
{
int flags;
float die;
float frameMax;
float x;
float y;
float z;
float fadeSpeed;
float bounceFactor;
int hitSound;
void ( *hitcallback ) ( struct tempent_s *ent, struct pmtrace_s *ptr );
void ( *callback ) ( struct tempent_s *ent, float frametime, float currenttime );
struct tempent_s *next;
int priority;
short clientIndex; // if attached, this is the index of the client to stick to
// if COLLIDEALL, this is the index of the client to ignore
// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
cl_entity_t entity;
// baseline.origin - velocity
// baseline.renderamt - starting fadeout intensity
// baseline.angles - angle velocity
} TEMPENTITY;
typedef struct efx_api_s efx_api_t;
struct efx_api_s
{
particle_t *( *R_AllocParticle ) ( void ( *callback ) ( struct particle_s *particle, float frametime ) );
void ( *R_BlobExplosion ) ( float * org );
void ( *R_Blood ) ( float * org, float * dir, int pcolor, int speed );
void ( *R_BloodSprite ) ( float * org, int colorindex, int modelIndex, int modelIndex2, float size );
void ( *R_BloodStream ) ( float * org, float * dir, int pcolor, int speed );
void ( *R_BreakModel ) ( float *pos, float *size, float *dir, float random, float life, int count, int modelIndex, char flags );
void ( *R_Bubbles ) ( float * mins, float * maxs, float height, int modelIndex, int count, float speed );
void ( *R_BubbleTrail ) ( float * start, float * end, float height, int modelIndex, int count, float speed );
void ( *R_BulletImpactParticles ) ( float * pos );
void ( *R_EntityParticles ) ( struct cl_entity_s *ent );
void ( *R_Explosion ) ( float *pos, int model, float scale, float framerate, int flags );
void ( *R_FizzEffect ) ( struct cl_entity_s *pent, int modelIndex, int density );
void ( *R_FireField ) ( float * org, int radius, int modelIndex, int count, int flags, float life );
void ( *R_FlickerParticles ) ( float * org );
void ( *R_FunnelSprite ) ( float *org, int modelIndex, int reverse );
void ( *R_Implosion ) ( float * end, float radius, int count, float life );
void ( *R_LargeFunnel ) ( float * org, int reverse );
void ( *R_LavaSplash ) ( float * org );
void ( *R_MultiGunshot ) ( float * org, float * dir, float * noise, int count, int decalCount, int *decalIndices );
void ( *R_MuzzleFlash ) ( float *pos1, int type );
void ( *R_ParticleBox ) ( float *mins, float *maxs, unsigned char r, unsigned char g, unsigned char b, float life );
void ( *R_ParticleBurst ) ( float * pos, int size, int color, float life );
void ( *R_ParticleExplosion ) ( float * org );
void ( *R_ParticleExplosion2 ) ( float * org, int colorStart, int colorLength );
void ( *R_ParticleLine ) ( float * start, float *end, unsigned char r, unsigned char g, unsigned char b, float life );
void ( *R_PlayerSprites ) ( int client, int modelIndex, int count, int size );
void ( *R_Projectile ) ( float * origin, float * velocity, int modelIndex, int life, int owner, void (*hitcallback)( struct tempent_s *ent, struct pmtrace_s *ptr ) );
void ( *R_RicochetSound ) ( float * pos );
void ( *R_RicochetSprite ) ( float *pos, struct model_s *pmodel, float duration, float scale );
void ( *R_RocketFlare ) ( float *pos );
void ( *R_RocketTrail ) ( float * start, float * end, int type );
void ( *R_RunParticleEffect ) ( float * org, float * dir, int color, int count );
void ( *R_ShowLine ) ( float * start, float * end );
void ( *R_SparkEffect ) ( float *pos, int count, int velocityMin, int velocityMax );
void ( *R_SparkShower ) ( float *pos );
void ( *R_SparkStreaks ) ( float * pos, int count, int velocityMin, int velocityMax );
void ( *R_Spray ) ( float * pos, float * dir, int modelIndex, int count, int speed, int spread, int rendermode );
void ( *R_Sprite_Explode ) ( TEMPENTITY *pTemp, float scale, int flags );
void ( *R_Sprite_Smoke ) ( TEMPENTITY *pTemp, float scale );
void ( *R_Sprite_Spray ) ( float * pos, float * dir, int modelIndex, int count, int speed, int iRand );
void ( *R_Sprite_Trail ) ( int type, float * start, float * end, int modelIndex, int count, float life, float size, float amplitude, int renderamt, float speed );
void ( *R_Sprite_WallPuff ) ( TEMPENTITY *pTemp, float scale );
void ( *R_StreakSplash ) ( float * pos, float * dir, int color, int count, float speed, int velocityMin, int velocityMax );
void ( *R_TracerEffect ) ( float * start, float * end );
void ( *R_UserTracerParticle ) ( float * org, float * vel, float life, int colorIndex, float length, unsigned char deathcontext, void ( *deathfunc)( struct particle_s *particle ) );
particle_t *( *R_TracerParticles ) ( float * org, float * vel, float life );
void ( *R_TeleportSplash ) ( float * org );
void ( *R_TempSphereModel ) ( float *pos, float speed, float life, int count, int modelIndex );
TEMPENTITY *( *R_TempModel ) ( float *pos, float *dir, float *angles, float life, int modelIndex, int soundtype );
TEMPENTITY *( *R_DefaultSprite ) ( float *pos, int spriteIndex, float framerate );
TEMPENTITY *( *R_TempSprite ) ( float *pos, float *dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags );
int ( *Draw_DecalIndex ) ( int id );
int ( *Draw_DecalIndexFromName ) ( char *name );
void ( *R_DecalShoot ) ( int textureIndex, int entity, int modelIndex, float * position, int flags );
void ( *R_AttachTentToPlayer ) ( int client, int modelIndex, float zoffset, float life );
void ( *R_KillAttachedTents ) ( int client );
BEAM *( *R_BeamCirclePoints ) ( int type, float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *( *R_BeamEntPoint ) ( int startEnt, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *( *R_BeamEnts ) ( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *( *R_BeamFollow ) ( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness );
void ( *R_BeamKill ) ( int deadEntity );
BEAM *( *R_BeamLightning ) ( float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed );
BEAM *( *R_BeamPoints ) ( float * start, float * end, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
BEAM *( *R_BeamRing ) ( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b );
dlight_t *( *CL_AllocDlight ) ( int key );
dlight_t *( *CL_AllocElight ) ( int key );
TEMPENTITY *( *CL_TempEntAlloc ) ( float * org, struct model_s *model );
TEMPENTITY *( *CL_TempEntAllocNoModel ) ( float * org );
TEMPENTITY *( *CL_TempEntAllocHigh ) ( float * org, struct model_s *model );
TEMPENTITY *( *CL_TentEntAllocCustom ) ( float *origin, struct model_s *model, int high, void ( *callback ) ( struct tempent_s *ent, float frametime, float currenttime ) );
void ( *R_GetPackedColor ) ( short *packed, short color );
short ( *R_LookupColor ) ( unsigned char r, unsigned char g, unsigned char b );
void ( *R_DecalRemoveAll ) ( int textureIndex ); //textureIndex points to the decal index in the array, not the actual texture index.
void ( *R_FireCustomDecal ) ( int textureIndex, int entity, int modelIndex, float * position, int flags, float scale );
};
extern efx_api_t efx;
#endif

144
MiniBase/ValveSDK/r_studioint.h

@ -0,0 +1,144 @@
#if !defined( R_STUDIOINT_H )
#define R_STUDIOINT_H
#if defined( _WIN32 )
#pragma once
#endif
#define STUDIO_INTERFACE_VERSION 1
typedef struct engine_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc ) ( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check ) ( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu );
// Retrieve model pointer for the named model
struct model_s *( *Mod_ForName ) ( const char *name, int crash_if_missing );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata ) ( struct model_s *mod );
// Retrieve indexed model from client side model precache list
struct model_s *( *GetModelByIndex ) ( int index );
// Get entity that is set for rendering
struct cl_entity_s * ( *GetCurrentEntity ) ( void );
// Get referenced player_info_t
struct player_info_s *( *PlayerInfo ) ( int index );
// Get most recently received player state data from network system
struct entity_state_s *( *GetPlayerState ) ( int index );
// Get viewentity
struct cl_entity_s * ( *GetViewEntity ) ( void );
// Get current frame count, and last two timestampes on client
void ( *GetTimes ) ( int *framecount, double *current, double *old );
// Get a pointer to a cvar by name
struct cvar_s *( *GetCvar ) ( const char *name );
// Get current render origin and view vectors ( up, right and vpn )
void ( *GetViewInfo ) ( float *origin, float *upv, float *rightv, float *vpnv );
// Get sprite model used for applying chrome effect
struct model_s *( *GetChromeSprite ) ( void );
// Get model counters so we can incement instrumentation
void ( *GetModelCounters ) ( int **s, int **a );
// Get software scaling coefficients
void ( *GetAliasScale ) ( float *x, float *y );
// Get bone, light, alias, and rotation matrices
float ****( *StudioGetBoneTransform ) ( void );
float ****( *StudioGetLightTransform )( void );
float ***( *StudioGetAliasTransform ) ( void );
float ***( *StudioGetRotationMatrix ) ( void );
// Set up body part, and get submodel pointers
void ( *StudioSetupModel ) ( int bodypart, void **ppbodypart, void **ppsubmodel );
// Check if entity's bbox is in the view frustum
int ( *StudioCheckBBox ) ( void );
// Apply lighting effects to model
void ( *StudioDynamicLight ) ( struct cl_entity_s *ent, struct alight_s *plight );
void ( *StudioEntityLight ) ( struct alight_s *plight );
void ( *StudioSetupLighting ) ( struct alight_s *plighting );
// Draw mesh vertices
void ( *StudioDrawPoints ) ( void );
// Draw hulls around bones
void ( *StudioDrawHulls ) ( void );
// Draw bbox around studio models
void ( *StudioDrawAbsBBox ) ( void );
// Draws bones
void ( *StudioDrawBones ) ( void );
// Loads in appropriate texture for model
void ( *StudioSetupSkin ) ( void *ptexturehdr, int index );
// Sets up for remapped colors
void ( *StudioSetRemapColors ) ( int top, int bottom );
// Set's player model and returns model pointer
struct model_s *( *SetupPlayerModel ) ( int index );
// Fires any events embedded in animation
void ( *StudioClientEvents ) ( void );
// Retrieve/set forced render effects flags
int ( *GetForceFaceFlags ) ( void );
void ( *SetForceFaceFlags ) ( int flags );
// Tell engine the value of the studio model header
void ( *StudioSetHeader ) ( void *header );
// Tell engine which model_t * is being renderered
void ( *SetRenderModel ) ( struct model_s *model );
// Final state setup and restore for rendering
void ( *SetupRenderer ) ( int rendermode );
void ( *RestoreRenderer ) ( void );
// Set render origin for applying chrome effect
void ( *SetChromeOrigin ) ( void );
// True if using D3D/OpenGL
int ( *IsHardware ) ( void );
// Only called by hardware interface
void ( *GL_StudioDrawShadow ) ( void );
void ( *GL_SetRenderMode ) ( int mode );
void ( *StudioSetRenderamt ) (int iRenderamt); //!!!CZERO added for rendering glass on viewmodels
void ( *StudioSetCullState ) ( int iCull );
void ( *StudioRenderShadow ) ( int iSprite, float *p1, float *p2, float *p3, float *p4 );
} engine_studio_api_t;
typedef struct server_studio_api_s
{
// Allocate number*size bytes and zero it
void *( *Mem_Calloc ) ( int number, size_t size );
// Check to see if pointer is in the cache
void *( *Cache_Check ) ( struct cache_user_s *c );
// Load file into cache ( can be swapped out on demand )
void ( *LoadCacheFile ) ( char *path, struct cache_user_s *cu );
// Retrieve pointer to studio model data block from a model
void *( *Mod_Extradata ) ( struct model_s *mod );
} server_studio_api_t;
// client blending
typedef struct r_studio_interface_s
{
int version;
int ( *StudioDrawModel ) ( int flags );
int ( *StudioDrawPlayer ) ( int flags, struct entity_state_s *pplayer );
} r_studio_interface_t;
extern r_studio_interface_t *pStudioAPI;
// server blending
#define SV_BLENDING_INTERFACE_VERSION 1
typedef struct sv_blending_interface_s
{
int version;
void ( *SV_StudioSetupBones ) ( struct model_s *pModel,
float frame,
int sequence,
const vec3_t angles,
const vec3_t origin,
const byte *pcontroller,
const byte *pblending,
int iBone,
const edict_t *pEdict );
} sv_blending_interface_t;
#endif // R_STUDIOINT_H

75
MiniBase/ValveSDK/ref_params.h

@ -0,0 +1,75 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( REF_PARAMSH )
#define REF_PARAMSH
typedef struct ref_params_s
{
// Output
float vieworg[3];
float viewangles[3];
float forward[3];
float right[3];
float up[3];
// Client frametime;
float frametime;
// Client time
float time;
// Misc
int intermission;
int paused;
int spectator;
int onground;
int waterlevel;
float simvel[3];
float simorg[3];
float viewheight[3];
float idealpitch;
float cl_viewangles[3];
int health;
float crosshairangle[3];
float viewsize;
float punchangle[3];
int maxclients;
int viewentity;
int playernum;
int max_entities;
int demoplayback;
int hardware;
int smoothing;
// Last issued usercmd
struct usercmd_s *cmd;
// Movevars
struct movevars_s *movevars;
int viewport[4]; // the viewport coordinates x ,y , width, height
int nextView; // the renderer calls ClientDLL_CalcRefdef() and Renderview
// so long in cycles until this value is 0 (multiple views)
int onlyClientDraw; // if !=0 nothing is drawn by the engine except clientDraw functions
} ref_params_t;
#endif // !REF_PARAMSH

24
MiniBase/ValveSDK/screenfade.h

@ -0,0 +1,24 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( SCREENFADEH )
#define SCREENFADEH
#ifdef _WIN32
#pragma once
#endif
typedef struct screenfade_s
{
float fadeSpeed; // How fast to fade (tics / second) (+ fade in, - fade out)
float fadeEnd; // When the fading hits maximum
float fadeTotalEnd; // Total End Time of the fade (used for FFADE_OUT)
float fadeReset; // When to reset to not fading (for fadeout and hold)
byte fader, fadeg, fadeb, fadealpha; // Fade color
int fadeFlags; // Fading flags
} screenfade_t;
#endif // !SCREENFADEH

177
MiniBase/ValveSDK/steamtypes.h

@ -0,0 +1,177 @@
//========= Copyright <EFBFBD> 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose:
//
//=============================================================================
#ifndef STEAMTYPES_H
#define STEAMTYPES_H
#ifdef _WIN32
#pragma once
#endif
// Steam-specific types. Defined here so this header file can be included in other code bases.
#if defined( __GNUC__ ) && !defined(POSIX)
#if __GNUC__ < 4
#error "Steamworks requires GCC 4.X (4.2 or 4.4 have been tested)"
#endif
#define POSIX 1
#endif
#if defined(__x86_64__) || defined(_WIN64)
#define X64BITS
#endif
// Make sure VALVE_BIG_ENDIAN gets set on PS3, may already be set previously in Valve internal code.
#if !defined(VALVE_BIG_ENDIAN) && defined(_PS3)
#define VALVE_BIG_ENDIAN
#endif
typedef unsigned char uint8;
typedef signed char int8;
#if defined( _WIN32 )
typedef __int16 int16;
typedef unsigned __int16 uint16;
typedef __int32 int32;
typedef unsigned __int32 uint32;
typedef __int64 int64;
typedef unsigned __int64 uint64;
#ifdef X64BITS
typedef __int64 intp; // intp is an integer that can accomodate a pointer
typedef unsigned __int64 uintp; // (ie, sizeof(intp) >= sizeof(int) && sizeof(intp) >= sizeof(void *)
#else
typedef __int32 intp;
typedef unsigned __int32 uintp;
#endif
#else // _WIN32
typedef short int16;
typedef unsigned short uint16;
typedef int int32;
typedef unsigned int uint32;
typedef long long int64;
typedef unsigned long long uint64;
#ifdef X64BITS
typedef long long intp;
typedef unsigned long long uintp;
#else
typedef int intp;
typedef unsigned int uintp;
#endif
#endif // else _WIN32
#ifdef __cplusplus
const int k_cubSaltSize = 8;
#else
#define k_cubSaltSize 8
#endif
typedef uint8 Salt_t[ k_cubSaltSize ];
//-----------------------------------------------------------------------------
// GID (GlobalID) stuff
// This is a globally unique identifier. It's guaranteed to be unique across all
// racks and servers for as long as a given universe persists.
//-----------------------------------------------------------------------------
// NOTE: for GID parsing/rendering and other utils, see gid.h
typedef uint64 GID_t;
#ifdef __cplusplus
const GID_t k_GIDNil = 0xfffffffffffffffful;
#else
#define k_GIDNil 0xffffffffffffffffull;
#endif
// For convenience, we define a number of types that are just new names for GIDs
typedef GID_t JobID_t; // Each Job has a unique ID
typedef GID_t TxnID_t; // Each financial transaction has a unique ID
#ifdef __cplusplus
const GID_t k_TxnIDNil = k_GIDNil;
const GID_t k_TxnIDUnknown = 0;
#else
#define k_TxnIDNil k_GIDNil;
#define k_TxnIDUnknown 0;
#endif
// this is baked into client messages and interfaces as an int,
// make sure we never break this.
typedef uint32 PackageId_t;
#ifdef __cplusplus
const PackageId_t k_uPackageIdFreeSub = 0x0;
const PackageId_t k_uPackageIdInvalid = 0xFFFFFFFF;
#else
#define k_uPackageIdFreeSub 0x0;
#define k_uPackageIdInvalid 0xFFFFFFFF;
#endif
// this is baked into client messages and interfaces as an int,
// make sure we never break this.
typedef uint32 AppId_t;
#ifdef __cplusplus
const AppId_t k_uAppIdInvalid = 0x0;
#else
#define k_uAppIdInvalid 0x0;
#endif
typedef uint64 AssetClassId_t;
#ifdef __cplusplus
const AssetClassId_t k_ulAssetClassIdInvalid = 0x0;
#else
#define k_ulAssetClassIdInvalid 0x0;
#endif
typedef uint32 PhysicalItemId_t;
#ifdef __cplusplus
const PhysicalItemId_t k_uPhysicalItemIdInvalid = 0x0;
#else
#define k_uPhysicalItemIdInvalid 0x0;
#endif
// this is baked into client messages and interfaces as an int,
// make sure we never break this. AppIds and DepotIDs also presently
// share the same namespace, but since we'd like to change that in the future
// I've defined it seperately here.
typedef uint32 DepotId_t;
#ifdef __cplusplus
const DepotId_t k_uDepotIdInvalid = 0x0;
#else
#define k_uDepotIdInvalid 0x0;
#endif
// RTime32
// We use this 32 bit time representing real world time.
// It offers 1 second resolution beginning on January 1, 1970 (Unix time)
typedef uint32 RTime32;
typedef uint32 CellID_t;
#ifdef __cplusplus
const CellID_t k_uCellIDInvalid = 0xFFFFFFFF;
#else
#define k_uCellIDInvalid 0x0;
#endif
// handle to a Steam API call
typedef uint64 SteamAPICall_t;
#ifdef __cplusplus
const SteamAPICall_t k_uAPICallInvalid = 0x0;
#else
#define k_uAPICallInvalid 0x0;
#endif
typedef uint32 AccountID_t;
typedef uint32 PartnerId_t;
#ifdef __cplusplus
const PartnerId_t k_uPartnerIdInvalid = 0;
#else
#define k_uPartnerIdInvalid 0x0;
#endif
#endif // STEAMTYPES_H

368
MiniBase/ValveSDK/studio.h

@ -0,0 +1,368 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef _STUDIO_H_
#define _STUDIO_H_
/*
==============================================================================
STUDIO MODELS
Studio models are position independent, so the cache manager can move them.
==============================================================================
*/
#define MAXSTUDIOTRIANGLES 20000 // TODO: tune this
#define MAXSTUDIOVERTS 2048 // TODO: tune this
#define MAXSTUDIOSEQUENCES 2048 // total animation sequences -- KSH incremented
#define MAXSTUDIOSKINS 100 // total textures
#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
#define MAXSTUDIOBONES 128 // total bones actually used
#define MAXSTUDIOMODELS 32 // sub-models per model
#define MAXSTUDIOBODYPARTS 32
#define MAXSTUDIOGROUPS 16
#define MAXSTUDIOANIMATIONS 2048
#define MAXSTUDIOMESHES 256
#define MAXSTUDIOEVENTS 1024
#define MAXSTUDIOPIVOTS 256
#define MAXSTUDIOCONTROLLERS 8
typedef struct
{
int id;
int version;
char name[64];
int length;
vec3_t eyeposition; // ideal eye position
vec3_t min; // ideal movement hull size
vec3_t max;
vec3_t bbmin; // clipping bounding box
vec3_t bbmax;
int flags;
int numbones; // bones
int boneindex;
int numbonecontrollers; // bone controllers
int bonecontrollerindex;
int numhitboxes; // complex bounding boxes
int hitboxindex;
int numseq; // animation sequences
int seqindex;
int numseqgroups; // demand loaded sequences
int seqgroupindex;
int numtextures; // raw textures
int textureindex;
int texturedataindex;
int numskinref; // replaceable textures
int numskinfamilies;
int skinindex;
int numbodyparts;
int bodypartindex;
int numattachments; // queryable attachable points
int attachmentindex;
int soundtable;
int soundindex;
int soundgroups;
int soundgroupindex;
int numtransitions; // animation node to animation node transition graph
int transitionindex;
} studiohdr_t;
// header for demand loaded sequence group data
typedef struct
{
int id;
int version;
char name[64];
int length;
} studioseqhdr_t;
// bones
typedef struct
{
char name[32]; // bone name for symbolic links
int parent; // parent bone
int flags; // ??
int bonecontroller[6]; // bone controller index, -1 == none
float value[6]; // default DoF values
float scale[6]; // scale for delta DoF values
} mstudiobone_t;
// bone controllers
typedef struct
{
int bone; // -1 == 0
int type; // X, Y, Z, XR, YR, ZR, M
float start;
float end;
int rest; // byte index value at rest
int index; // 0-3 user set controller, 4 mouth
} mstudiobonecontroller_t;
// intersection boxes
typedef struct
{
int bone;
int group; // intersection group
vec3_t bbmin; // bounding box
vec3_t bbmax;
} mstudiobbox_t;
#if !defined( CACHE_USER ) && !defined( QUAKEDEF_H )
#define CACHE_USER
typedef struct cache_user_s
{
void *data;
} cache_user_t;
#endif
//
// demand loaded sequence groups
//
typedef struct
{
char label[32]; // textual name
char name[64]; // file name
int32 unused1; // was "cache" - index pointer
int unused2; // was "data" - hack for group 0
} mstudioseqgroup_t;
// sequence descriptions
typedef struct
{
char label[32]; // sequence label
float fps; // frames per second
int flags; // looping/non-looping flags
int activity;
int actweight;
int numevents;
int eventindex;
int numframes; // number of frames per sequence
int numpivots; // number of foot pivots
int pivotindex;
int motiontype;
int motionbone;
vec3_t linearmovement;
int automoveposindex;
int automoveangleindex;
vec3_t bbmin; // per sequence bounding box
vec3_t bbmax;
int numblends;
int animindex; // mstudioanim_t pointer relative to start of sequence group data
// [blend][bone][X, Y, Z, XR, YR, ZR]
int blendtype[2]; // X, Y, Z, XR, YR, ZR
float blendstart[2]; // starting value
float blendend[2]; // ending value
int blendparent;
int seqgroup; // sequence group for demand loading
int entrynode; // transition node at entry
int exitnode; // transition node at exit
int nodeflags; // transition rules
int nextseq; // auto advancing sequences
} mstudioseqdesc_t;
// events
#include "studio_event.h"
/*
typedef struct
{
int frame;
int event;
int type;
char options[64];
} mstudioevent_t;
*/
// pivots
typedef struct
{
vec3_t org; // pivot point
int start;
int end;
} mstudiopivot_t;
// attachment
typedef struct
{
char name[32];
int type;
int bone;
vec3_t org; // attachment point
vec3_t vectors[3];
} mstudioattachment_t;
typedef struct
{
unsigned short offset[6];
} mstudioanim_t;
// animation frames
typedef union
{
struct {
byte valid;
byte total;
} num;
short value;
} mstudioanimvalue_t;
// body part index
typedef struct
{
char name[64];
int nummodels;
int base;
int modelindex; // index into models array
} mstudiobodyparts_t;
// skin info
typedef struct
{
char name[64];
int flags;
int width;
int height;
int index;
} mstudiotexture_t;
// skin families
// short index[skinfamilies][skinref]
// studio models
typedef struct
{
char name[64];
int type;
float boundingradius;
int nummesh;
int meshindex;
int numverts; // number of unique vertices
int vertinfoindex; // vertex bone info
int vertindex; // vertex vec3_t
int numnorms; // number of unique surface normals
int norminfoindex; // normal bone info
int normindex; // normal vec3_t
int numgroups; // deformation groups
int groupindex;
} mstudiomodel_t;
// vec3_t boundingbox[model][bone][2]; // complex intersection info
// meshes
typedef struct
{
int numtris;
int triindex;
int skinref;
int numnorms; // per mesh normals
int normindex; // normal vec3_t
} mstudiomesh_t;
// triangles
#if 0
typedef struct
{
short vertindex; // index into vertex array
short normindex; // index into normal array
short s,t; // s,t position on skin
} mstudiotrivert_t;
#endif
// lighting options
#define STUDIO_NF_FLATSHADE 0x0001
#define STUDIO_NF_CHROME 0x0002
#define STUDIO_NF_FULLBRIGHT 0x0004
#define STUDIO_NF_NOMIPS 0x0008
#define STUDIO_NF_ALPHA 0x0010
#define STUDIO_NF_ADDITIVE 0x0020
#define STUDIO_NF_MASKED 0x0040
// motion flags
#define STUDIO_X 0x0001
#define STUDIO_Y 0x0002
#define STUDIO_Z 0x0004
#define STUDIO_XR 0x0008
#define STUDIO_YR 0x0010
#define STUDIO_ZR 0x0020
#define STUDIO_LX 0x0040
#define STUDIO_LY 0x0080
#define STUDIO_LZ 0x0100
#define STUDIO_AX 0x0200
#define STUDIO_AY 0x0400
#define STUDIO_AZ 0x0800
#define STUDIO_AXR 0x1000
#define STUDIO_AYR 0x2000
#define STUDIO_AZR 0x4000
#define STUDIO_TYPES 0x7FFF
#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
// sequence flags
#define STUDIO_LOOPING 0x0001
// bone flags
#define STUDIO_HAS_NORMALS 0x0001
#define STUDIO_HAS_VERTICES 0x0002
#define STUDIO_HAS_BBOX 0x0004
#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them
#define RAD_TO_STUDIO (32768.0/M_PI)
#define STUDIO_TO_RAD (M_PI/32768.0)
#endif

29
MiniBase/ValveSDK/studio_event.h

@ -0,0 +1,29 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( STUDIO_EVENTH )
#define STUDIO_EVENTH
#ifdef _WIN32
#pragma once
#endif
typedef struct mstudioevent_s
{
int frame;
int event;
int type;
char options[64];
} mstudioevent_t;
#endif // STUDIO_EVENTH

54
MiniBase/ValveSDK/triangleapi.h

@ -0,0 +1,54 @@
/***
*
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined( TRIANGLEAPIH )
#define TRIANGLEAPIH
#pragma once
typedef enum
{
TRI_FRONT = 0,
TRI_NONE = 1,
} TRICULLSTYLE;
#define TRI_API_VERSION 1
#define TRI_TRIANGLES 0
#define TRI_TRIANGLE_FAN 1
#define TRI_QUADS 2
#define TRI_POLYGON 3
#define TRI_LINES 4
#define TRI_TRIANGLE_STRIP 5
#define TRI_QUAD_STRIP 6
typedef struct triangleapi_s
{
int version;
void ( *RenderMode )( int mode );
void ( *Begin )( int primitiveCode );
void ( *End ) ( void );
void ( *Color4f ) ( float r, float g, float b, float a );
void ( *Color4ub ) ( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
void ( *TexCoord2f ) ( float u, float v );
void ( *Vertex3fv ) ( float *worldPnt );
void ( *Vertex3f ) ( float x, float y, float z );
void ( *Brightness ) ( float brightness );
void ( *CullFace ) ( TRICULLSTYLE style );
int ( *SpriteTexture ) ( struct model_s *pSpriteModel, int frame );
int ( *WorldToScreen ) ( float *world, float *screen ); // Returns 1 if it's z clipped
} triangleapi_t;
#endif // !TRIANGLEAPIH

41
MiniBase/ValveSDK/usercmd.h

@ -0,0 +1,41 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef USERCMD_H
#define USERCMD_H
#ifdef _WIN32
#pragma once
#endif
typedef struct usercmd_s
{
short lerp_msec; // Interpolation time on client
byte msec; // Duration in ms of command
vec3_t viewangles; // Command view angles.
// intended velocities
float forwardmove; // Forward velocity.
float sidemove; // Sideways velocity.
float upmove; // Upward velocity.
byte lightlevel; // Light level at spot where we are standing.
unsigned short buttons; // Attack buttons
byte impulse; // Impulse command issued.
byte weaponselect; // Current weapon id
// Experimental player impact stuff.
int impact_index;
vec3_t impact_position;
} usercmd_t;
#endif // USERCMD_H

131
MiniBase/ValveSDK/util_vector.h

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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Vector.h
// A subset of the extdll.h in the project HL Entity DLL
//
#if !defined FILE_UTIL_VECTOR_H
#define FILE_UTIL_VECTOR_H
// Misc C-runtime library headers
#include "STDIO.H"
#include "STDLIB.H"
#include "MATH.H"
// Header file containing definition of globalvars_t and entvars_t
typedef int func_t; //
typedef int string_t; // from engine's pr_comp.h;
typedef float vec_t; // needed before including progdefs.h
//=========================================================
// 2DVector - used for many pathfinding and many other
// operations that are treated as planar rather than 3d.
//=========================================================
class Vector2D
{
public:
inline Vector2D(void) { }
inline Vector2D(float X, float Y) { x = X; y = Y; }
inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); }
inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); }
inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); }
inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); }
inline float Length(void) const { return (float)sqrt(x*x + y*y ); }
inline Vector2D Normalize ( void ) const
{
Vector2D vec2;
float flLen = Length();
if ( flLen == 0 )
{
return Vector2D( (float)0, (float)0 );
}
else
{
flLen = 1 / flLen;
return Vector2D( x * flLen, y * flLen );
}
}
vec_t x, y;
};
inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); }
inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; }
//=========================================================
// 3D Vector
//=========================================================
class Vector // same data-layout as engine's vec3_t,
{ // which is a vec_t[3]
public:
// Construction/destruction
inline Vector(void) { }
inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; }
inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; }
inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; }
inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
// Operators
inline Vector operator-(void) const { return Vector(-x,-y,-z); }
inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; }
inline int operator!=(const Vector& v) const { return !(*this==v); }
inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); }
inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); }
inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); }
inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); }
// Methods
inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; }
inline float Length(void) const { return (float)sqrt(x*x + y*y + z*z); }
operator float *() { return &x; } // Vectors will now automatically convert to float * when needed
operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed
inline Vector Normalize(void) const
{
float flLen = Length();
if (flLen == 0) return Vector(0,0,1); // ????
flLen = 1 / flLen;
return Vector(x * flLen, y * flLen, z * flLen);
}
inline Vector2D Make2D ( void ) const
{
Vector2D Vec2;
Vec2.x = x;
Vec2.y = y;
return Vec2;
}
inline float Length2D(void) const { return (float)sqrt(x*x + y*y); }
// Members
vec_t x, y, z;
};
inline Vector operator*(float fl, const Vector& v) { return v * fl; }
inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); }
inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); }
#define vec3_t Vector
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
#define VectorClear(a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;}
#endif

52
MiniBase/ValveSDK/weaponinfo.h

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#if !defined ( WEAPONINFOH )
#define WEAPONINFOH
#ifdef _WIN32
#pragma once
#endif
// Info about weapons player might have in his/her possession
typedef struct weapon_data_s
{
int m_iId;
int m_iClip;
float m_flNextPrimaryAttack;
float m_flNextSecondaryAttack;
float m_flTimeWeaponIdle;
int m_fInReload;
int m_fInSpecialReload;
float m_flNextReload;
float m_flPumpTime;
float m_fReloadTime;
float m_fAimedDamage;
float m_fNextAimBonus;
int m_fInZoom;
int m_iWeaponState;
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
} weapon_data_t;
#endif

9
MiniBase/ValveSDK/wrect.h

@ -0,0 +1,9 @@
#if !defined( WRECTH )
#define WRECTH
typedef struct rect_s
{
int left, right, top, bottom;
} wrect_t;
#endif
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