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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#ifndef ENGINE_IF_MODC_H
#define ENGINE_IF_MODC_H
/**********************************************************************************
Section: Client Hooks
*********************************************************************************/
/*
Function: modc_preinit
TODO
*/
void modc_preinit();
/*
Function: modc_init
Called when the client starts.
Remarks:
The game should load resources that are used during the entire
time of the game. No map is loaded.
*/
void modc_init();
/*
Function: modc_newsnapshot
Called when the client progressed to a new snapshot.
Remarks:
The client can check for items in the snapshot and perform one time
events like playing sounds, spawning client side effects etc.
*/
void modc_newsnapshot();
/*
Function: modc_entergame
Called when the client has successfully connect to a server and
loaded a map.
Remarks:
The client can check for items in the map and load them.
*/
void modc_entergame();
/*
Function: modc_shutdown
Called when the client closes down.
*/
void modc_shutdown();
/*
Function: modc_render
Called every frame to let the game render it self.
*/
void modc_render();
/*
Function: modc_statechange
Called every time client changes state.
*/
void modc_statechange(int new_state, int old_state);
/* undocumented callbacks */
/*
Function: modc_connected
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
void modc_connected();
/*
Function: modc_message
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
void modc_message(int msg);
/*
Function: modc_predict
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
void modc_predict();
/*
Function: modc_snap_input
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
int modc_snap_input(int *data);
/*
Function: modc_net_version
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
const char *modc_net_version();
#endif
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