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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
#ifndef ENGINE_IF_MOD_H
#define ENGINE_IF_MOD_H
/**********************************************************************************
Section: Server Hooks
**********************************************************************************/
/*
Function: mods_console_init
TODO
*/
void mods_console_init();
/*
Function: mods_init
Called when the server is started.
Remarks:
It's called after the map is loaded so all map items are available.
*/
void mods_init();
/*
Function: mods_shutdown
Called when the server quits.
Remarks:
Should be used to clean up all resources used.
*/
void mods_shutdown();
/*
Function: mods_client_enter
Called when a client has joined the game.
Arguments:
cid - Client ID. Is 0 - MAX_CLIENTS.
Remarks:
It's called when the client is finished loading and should enter gameplay.
*/
void mods_client_enter(int cid);
/*
Function: mods_client_drop
Called when a client drops from the server.
Arguments:
cid - Client ID. Is 0 - MAX_CLIENTS
*/
void mods_client_drop(int cid);
/*
Function: mods_client_direct_input
Called when the server recives new input from a client.
Arguments:
cid - Client ID. Is 0 - MAX_CLIENTS.
input - Pointer to the input data.
size - Size of the data. (NOT IMPLEMENTED YET)
*/
void mods_client_direct_input(int cid, void *input);
/*
Function: mods_client_predicted_input
Called when the server applys the predicted input on the client.
Arguments:
cid - Client ID. Is 0 - MAX_CLIENTS.
input - Pointer to the input data.
size - Size of the data. (NOT IMPLEMENTED YET)
*/
void mods_client_predicted_input(int cid, void *input);
/*
Function: mods_tick
Called with a regular interval to progress the gameplay.
Remarks:
The SERVER_TICK_SPEED tells the number of ticks per second.
*/
void mods_tick();
/*
Function: mods_presnap
Called before the server starts to construct snapshots for the clients.
*/
void mods_presnap();
/*
Function: mods_snap
Called to create the snapshot for a client.
Arguments:
cid - Client ID. Is 0 - MAX_CLIENTS.
Remarks:
The game should make a series of calls to <snap_new_item> to construct
the snapshot for the client.
*/
void mods_snap(int cid);
/*
Function: mods_postsnap
Called after the server is done sending the snapshots.
*/
void mods_postsnap();
/*
Function: mods_connected
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
void mods_connected(int client_id);
/*
Function: mods_net_version
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
const char *mods_net_version();
/*
Function: mods_version
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
const char *mods_version();
/*
Function: mods_message
TODO
Arguments:
arg1 - desc
Returns:
See Also:
<other_func>
*/
void mods_message(int msg, int client_id);
int mods_is_tuned();
#endif
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