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Dominik Tugend 062078aedd Fixes ValveSoftware/halflife#1536 5 years ago
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hl initial seed of Half-Life 1 SDK 6 years ago
Exports.h initial seed of Half-Life 1 SDK 6 years ago
GameStudioModelRenderer.cpp initial seed of Half-Life 1 SDK 6 years ago
GameStudioModelRenderer.h initial seed of Half-Life 1 SDK 6 years ago
GameStudioModelRenderer_Sample.cpp initial seed of Half-Life 1 SDK 6 years ago
GameStudioModelRenderer_Sample.h initial seed of Half-Life 1 SDK 6 years ago
MOTD.cpp initial seed of Half-Life 1 SDK 6 years ago
StudioModelRenderer.cpp initial seed of Half-Life 1 SDK 6 years ago
StudioModelRenderer.h initial seed of Half-Life 1 SDK 6 years ago
ammo.cpp initial seed of Half-Life 1 SDK 6 years ago
ammo.h initial seed of Half-Life 1 SDK 6 years ago
ammo_secondary.cpp initial seed of Half-Life 1 SDK 6 years ago
ammohistory.cpp initial seed of Half-Life 1 SDK 6 years ago
ammohistory.h initial seed of Half-Life 1 SDK 6 years ago
battery.cpp initial seed of Half-Life 1 SDK 6 years ago
bench.h initial seed of Half-Life 1 SDK 6 years ago
camera.h initial seed of Half-Life 1 SDK 6 years ago
cdll_int.cpp Visual C++ 2010 Express support 5 years ago
cl_dll.dsp Normalized line endings (no changes) 5 years ago
cl_dll.h initial seed of Half-Life 1 SDK 6 years ago
cl_util.h initial seed of Half-Life 1 SDK 6 years ago
com_weapons.cpp initial seed of Half-Life 1 SDK 6 years ago
com_weapons.h initial seed of Half-Life 1 SDK 6 years ago
death.cpp initial seed of Half-Life 1 SDK 6 years ago
demo.cpp initial seed of Half-Life 1 SDK 6 years ago
demo.h initial seed of Half-Life 1 SDK 6 years ago
entity.cpp initial seed of Half-Life 1 SDK 6 years ago
ev_common.cpp initial seed of Half-Life 1 SDK 6 years ago
ev_hldm.cpp initial seed of Half-Life 1 SDK 6 years ago
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events.cpp initial seed of Half-Life 1 SDK 6 years ago
eventscripts.h initial seed of Half-Life 1 SDK 6 years ago
flashlight.cpp initial seed of Half-Life 1 SDK 6 years ago
geiger.cpp Fixes ValveSoftware/halflife#1536 This is merely to keep the VC++ Debug builds happy and addresses cases where variables where being used without being initalized. There should be no visible changes apart from non-functional side effects to the users of Release builds. Thanks to @fabiosarts for finding and reporting these problems. Thanks to @LevShisterov for suggeting how to fix geiger.cpp files, which I followed closely except using <= 800 instead of < 800. 5 years ago
global_consts.h initial seed of Half-Life 1 SDK 6 years ago
health.cpp initial seed of Half-Life 1 SDK 6 years ago
health.h initial seed of Half-Life 1 SDK 6 years ago
hud.cpp initial seed of Half-Life 1 SDK 6 years ago
hud.h initial seed of Half-Life 1 SDK 6 years ago
hud_bench.cpp initial seed of Half-Life 1 SDK 6 years ago
hud_benchtrace.cpp Visual C++ 2010 Express support 5 years ago
hud_benchtrace.h initial seed of Half-Life 1 SDK 6 years ago
hud_iface.h initial seed of Half-Life 1 SDK 6 years ago
hud_msg.cpp initial seed of Half-Life 1 SDK 6 years ago
hud_redraw.cpp initial seed of Half-Life 1 SDK 6 years ago
hud_servers.cpp Visual C++ 2010 Express support 5 years ago
hud_servers.h initial seed of Half-Life 1 SDK 6 years ago
hud_servers_priv.h initial seed of Half-Life 1 SDK 6 years ago
hud_spectator.cpp Visual C++ 2010 Express support 5 years ago
hud_spectator.h initial seed of Half-Life 1 SDK 6 years ago
hud_update.cpp initial seed of Half-Life 1 SDK 6 years ago
in_camera.cpp initial seed of Half-Life 1 SDK 6 years ago
in_defs.h initial seed of Half-Life 1 SDK 6 years ago
input.cpp initial seed of Half-Life 1 SDK 6 years ago
inputw32.cpp initial seed of Half-Life 1 SDK 6 years ago
interpolation.cpp initial seed of Half-Life 1 SDK 6 years ago
interpolation.h initial seed of Half-Life 1 SDK 6 years ago
kbutton.h initial seed of Half-Life 1 SDK 6 years ago
menu.cpp initial seed of Half-Life 1 SDK 6 years ago
message.cpp Fixes ValveSoftware/halflife#1536 This is merely to keep the VC++ Debug builds happy and addresses cases where variables where being used without being initalized. There should be no visible changes apart from non-functional side effects to the users of Release builds. Thanks to @fabiosarts for finding and reporting these problems. Thanks to @LevShisterov for suggeting how to fix geiger.cpp files, which I followed closely except using <= 800 instead of < 800. 5 years ago
overview.cpp initial seed of Half-Life 1 SDK 6 years ago
overview.h initial seed of Half-Life 1 SDK 6 years ago
player_info.h initial seed of Half-Life 1 SDK 6 years ago
readme.txt initial seed of Half-Life 1 SDK 6 years ago
saytext.cpp initial seed of Half-Life 1 SDK 6 years ago
scoreboard.cpp initial seed of Half-Life 1 SDK 6 years ago
soundsystem.cpp initial seed of Half-Life 1 SDK 6 years ago
status_icons.cpp initial seed of Half-Life 1 SDK 6 years ago
statusbar.cpp initial seed of Half-Life 1 SDK 6 years ago
studio_util.cpp initial seed of Half-Life 1 SDK 6 years ago
studio_util.h initial seed of Half-Life 1 SDK 6 years ago
text_message.cpp initial seed of Half-Life 1 SDK 6 years ago
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util.cpp initial seed of Half-Life 1 SDK 6 years ago
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vgui_CustomObjects.cpp initial seed of Half-Life 1 SDK 6 years ago
vgui_MOTDWindow.cpp initial seed of Half-Life 1 SDK 6 years ago
vgui_SchemeManager.cpp initial seed of Half-Life 1 SDK 6 years ago
vgui_SchemeManager.h initial seed of Half-Life 1 SDK 6 years ago
vgui_ScorePanel.cpp initial seed of Half-Life 1 SDK 6 years ago
vgui_ScorePanel.h initial seed of Half-Life 1 SDK 6 years ago
vgui_ServerBrowser.cpp initial seed of Half-Life 1 SDK 6 years ago
vgui_ServerBrowser.h initial seed of Half-Life 1 SDK 6 years ago
vgui_SpectatorPanel.cpp initial seed of Half-Life 1 SDK 6 years ago
vgui_SpectatorPanel.h initial seed of Half-Life 1 SDK 6 years ago
vgui_TeamFortressViewport.cpp initial seed of Half-Life 1 SDK 6 years ago
vgui_TeamFortressViewport.h initial seed of Half-Life 1 SDK 6 years ago
vgui_int.cpp initial seed of Half-Life 1 SDK 6 years ago
vgui_int.h initial seed of Half-Life 1 SDK 6 years ago
vgui_teammenu.cpp initial seed of Half-Life 1 SDK 6 years ago
view.cpp initial seed of Half-Life 1 SDK 6 years ago
view.h initial seed of Half-Life 1 SDK 6 years ago
voice_status.cpp initial seed of Half-Life 1 SDK 6 years ago
voice_status.h initial seed of Half-Life 1 SDK 6 years ago
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readme.txt

  client dll readme.txt
-------------------------

This file details the structure of the half-life client dll, and
how it communicates with the half-life game engine.


Engine callback functions:

Drawing functions:
HSPRITE SPR_Load( char *picname );
Loads a sprite into memory, and returns a handle to it.

int SPR_Frames( HSPRITE sprite );
Returns the number of frames stored in the specified sprite.

int SPR_Height( HSPRITE x, int frame )
Returns the height, in pixels, of a sprite at the specified frame.
Returns 0 is the frame number or the sprite handle is invalid.

int SPR_Width( HSPRITE x, int f )
Returns the width, in pixels, of a sprite at the specified frame.
Returns 0 is the frame number or the sprite handle is invalid.

int SPR_Set( HSPRITE sprite, int r, int g, int b );
Prepares a sprite about to be drawn. RBG color values are applied to the sprite at this time.


void SPR_Draw( int frame, int x, int y );
Precondition: SPR_Set has already been called for a sprite.
Draws the currently active sprite to the screen, at position (x,y), where (0,0) is
the top left-hand corner of the screen.


void SPR_DrawHoles( int frame, int x, int y );
Precondition: SPR_Set has already been called for a sprite.
Draws the currently active sprite to the screen. Color index #255 is treated as transparent.

void SPR_DrawAdditive( int frame, int x, int y );
Precondition: SPR_Set has already been called for a sprite.
Draws the currently active sprite to the screen, adding it's color values to the background.

void SPR_EnableScissor( int x, int y, int width, int height );
Creates a clipping rectangle. No pixels will be drawn outside the specified area. Will
stay in effect until either the next frame, or SPR_DisableScissor is called.

void SPR_DisableScissor( void );
Disables the effect of an SPR_EnableScissor call.

int IsHighRes( void );
returns 1 if the res mode is 640x480 or higher; 0 otherwise.

int ScreenWidth( void );
returns the screen width, in pixels.

int ScreenHeight( void );
returns the screen height, in pixels.

// Sound functions
void PlaySound( char *szSound, int volume )
plays the sound 'szSound' at the specified volume. Loads the sound if it hasn't been cached.
If it can't find the sound, it displays an error message and plays no sound.

void PlaySound( int iSound, int volume )
Precondition: iSound has been precached.
Plays the sound, from the precache list.


// Communication functions
void SendClientCmd( char *szCmdString );
sends a command to the server, just as if the client had typed the szCmdString at the console.

char *GetPlayerName( int entity_number );
returns a pointer to a string, that contains the name of the specified client.
Returns NULL if the entity_number is not a client.


DECLARE_MESSAGE(), HOOK_MESSAGE()
These two macros bind the message sending between the entity DLL and the client DLL to
the CHud object.

HOOK_MESSAGE( message_name )
This is used inside CHud::Init(). It calls into the engine to hook that message
from the incoming message stream.
Precondition: There must be a function of name UserMsg_message_name declared
for CHud. Eg, CHud::UserMsg_Health() must be declared if you want to
use HOOK_MESSAGE( Health );

DECLARE_MESSAGE( message_name )
For each HOOK_MESSAGE you must have an equivalent DECLARE_MESSAGE. This creates
a function which passes the hooked messages into the CHud object.


HOOK_COMMAND(), DECLARE_COMMAND()
These two functions declare and hook console commands into the client dll.

HOOK_COMMAND( char *command, command_name )
Whenever the user types the 'command' at the console, the function 'command_name'
will be called.
Precondition: There must be a function of the name UserCmd_command_name declared
for CHud. Eg, CHud::UserMsg_ShowScores() must be declared if you want to
use HOOK_COMMAND( "+showscores", ShowScores );

DECLARE_COMMAND( command_name )
For each HOOK_COMMAND you must have an equivelant DECLARE_COMMAND. This creates
a function which passes the hooked commands into the CHud object.