HLSDK DLLAPI Notes

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  - GameDLLInit

  - DispatchSpawn

  - DispatchThink

  - DispatchUse

  - DispatchTouch

  - DispatchBlocked

  - DispatchKeyValue

  - DispatchSave

  - DispatchRestore

  - DispatchObjectCollsionBox

  - SaveWriteFields

  - SaveReadFields

  - SaveGlobalState

  - RestoreGlobalState

  - ResetGlobalState

  - ClientConnect

  - ClientDisconnect

  - ClientKill

  - ClientPutInServer

  - ClientCommand

  - ClientUserInfoChanged

  - ServerActivate

  - ServerDeactivate

  - PlayerPreThink

  - PlayerPostThink

  - StartFrame

  - ParmsNewLevel

  - ParmsChangeLevel

  - GetGameDescription

  - PlayerCustomization

  - SpectatorConnect

  - SpectatorDisconnect

  - SpectatorThink

  - Sys_Error

  - PM_Move

  - PM_Init

  - PM_FindTextureType

  - SetupVisibility

  - UpdateClientData

  - AddToFullPack

  - CreateBaseline

  - RegisterEncoders

  - GetWeaponData

  - CmdStart

  - CmdEnd

  - ConnectionlessPacket

  - GetHullBounds

  - CreateInstancedBaselines

  - InconsistentFile

  - AllowLagCompensation



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GameDLLInit



from dlls/game.cpp:

void GameDLLInit(void);



    Register your console variables here.

    This gets called one time when the game is initialied.

    Initialize the game (one-time call after loading of game .dll)



comments:



    Called just after hlds reports "Dll loaded for mod Half-Life".



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DispatchSpawn



from dlls/cbase.cpp

int DispatchSpawn(edict_t *pent);



comments:



    0==Success, -1==Failure ?



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DispatchThink



from dlls/cbase.cpp

void DispatchThink(edict_t *pent);



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DispatchUse



from dlls/cbase.cpp

void DispatchUse(edict_t *pentUsed, edict_t *pentOther);



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DispatchTouch



from dlls/cbase.cpp

void DispatchTouch(edict_t *pentTouched, edict_t *pentOther);



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DispatchBlocked



from dlls/cbase.cpp

void DispatchBlocked(edict_t *pentBlocked, edict_t *pentOther);



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DispatchKeyValue



from dlls/cbase.cpp

void DispatchKeyValue(edict_t *pentKeyvalue, KeyValueData *pkvd);



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DispatchSave



from dlls/cbase.cpp

void DispatchSave(edict_t *pent, SAVERESTOREDATA *pSaveData);



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DispatchRestore



from dlls/cbase.cpp

int DispatchRestore(edict_t *pent, SAVERESTOREDATA *pSaveData, int

globalEntity);



comments:



    0==Success, -1==Failure ?



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DispatchObjectCollsionBox



from dlls/cbase.cpp

void DispatchObjectCollsionBox(edict_t *pent);



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SaveWriteFields



from dlls/cbase.cpp

void SaveWriteFields(SAVERESTOREDATA *pSaveData, const char *pname, void

*pBaseData, TYPEDESCRIPTION *pFields, int fieldCount);



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SaveReadFields



from dlls/cbase.cpp

void SaveReadFields(SAVERESTOREDATA *pSaveData, const char *pname, void

*pBaseData, TYPEDESCRIPTION *pFields, int fieldCount);



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SaveGlobalState



from dlls/world.cpp

void SaveGlobalState(SAVERESTOREDATA *pSaveData);



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RestoreGlobalState



from dlls/world.cpp

void RestoreGlobalState(SAVERESTOREDATA *pSaveData);



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ResetGlobalState



from dlls/world.cpp

void ResetGlobalState(void);



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ClientConnect



from dlls/client.cpp:

BOOL ClientConnect(edict_t *pEntity, const char *pszName, const char

*pszAddress, char szRejectReason[128]);



    Called when a player connects to a server.



comments:



    Called on initial connect, just after hlds reports "connected", ie:



        "John<1><WON:9856723>" connected, address "127.0.0.1:27005"



    This is before the user begins downloading, or anything else.



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ClientDisconnect



from dlls/client.cpp:

void ClientDisconnect(edict_t *pEntity);



    Called when a player disconnects from a server.

    GLOBALS ASSUMED SET: g_fGameOver



comments:



    This is not the opposite of ClientConnect, despite the similar name.

    It appears to only be called if the client was PutInServer first. If

    the client disconnects before being PutInServer, no API routine is

    called. This would be more appropriately named ClientRemoveFromServer_

    .



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ClientKill



from dlls/client.cpp:

void ClientKill(edict_t *pEntity);



    Player entered the suicide command.

    GLOBALS ASSUMED SET: g_ulModelIndexPlayer



comments:



    When the client typed "kill" in the console?



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ClientPutInServer



from dlls/client.cpp:

void ClientPutInServer(edict_t *pEntity);



    Called each time a player is spawned.



comments:



    Called after the client has uploaded/download all necessary resources,

    just after hlds reports "entered the game", ie:



       "John<1>" has entered the game





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ClientCommand



from dlls/client.cpp:

void ClientCommand(edict_t *pEntity);



    Called each time a player uses a "cmd" command. Use CMD_ARGS,

    CMD_ARGV, and CMD_ARGC to get pointers to the character string

    command.



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ClientUserInfoChanged



from dlls/client.cpp:

void ClientUserInfoChanged(edict_t *pEntity, char *infobuffer);



    Called after the player changes userinfo - gives dll a chance to

    modify it before it gets sent into the rest of the engine.



comments:



    Called when user issues "setinfo" from the console. Also appears to be

    called whenever the user returns to the game from the ESC menu.



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ServerActivate



from dlls/client.cpp:

void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax);



    Every call to ServerActivate should be matched by a call to

    ServerDeactivate.



comments:



    Added in SDK 2.0. Apparently called when the server has loaded the

    map, but before it precaches from the .res file.



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ServerDeactivate



from dlls/client.cpp:

void ServerDeactivate(void);



    Peform any shutdown operations here.

    It's possible that the engine will call this function more times than

    is necessary. Therefore, only run it one time for each call to

    ServerActivate.



comments:



    Called upon "quit" or "changelevel" .



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PlayerPreThink



from dlls/client.cpp:

void PlayerPreThink(edict_t *pEntity);



    Called every frame before physics are run.



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PlayerPostThink



from dlls/client.cpp:

void PlayerPostThink(edict_t *pEntity);



    Called every frame after physics are run.



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StartFrame



from dlls/client.cpp:

void StartFrame(void);



    GLOBALS ASSUMED SET: g_ulFrameCount



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ParmsNewLevel



from dlls/client.cpp

void ParmsNewLevel(void);



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ParmsChangeLevel



from dlls/client.cpp

void ParmsChangeLevel(void);



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GetGameDescription



from dlls/client.cpp:

const char *GetGameDescription(void);



    Returns string describing current .dll game.

    Returns the descriptive name of this .dll. E.g., Half-Life, or Team

    Fortress 2.

    This function might be called before the world has spawned, and the

    game rules initialized.



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PlayerCustomization



from dlls/client.cpp:

void PlayerCustomization(edict_t *pEntity, customization_t *pCust);



    Notifies .dll of new customization for player.

    A new player customization has been registered on the server. UNDONE:

    This only sets the # of frames of the spray can logo animation right

    now.



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SpectatorConnect



from dlls/client.cpp:

void SpectatorConnect(edict_t *pEntity);



    Called when spectator joins server.

    A spectator has joined the game.



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SpectatorDisconnect



from dlls/client.cpp:

void SpectatorDisconnect(edict_t *pEntity);



    Called when spectator leaves the server.

    A spectator has left the game.



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SpectatorThink



from dlls/client.cpp:

void SpectatorThink(edict_t *pEntity);



    Called when spectator sends a command packet (usercmd_t).

    A spectator has sent a usercmd.



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Sys_Error



from dlls/client.cpp:

void Sys_Error(const char *error_string);



    Called when engine has encountered an error.

    Notify game .dll that engine is going to shut down.

    Engine is going to shut down, allows setting a breakpoint in game dll

    to catch that occasion.

    Add code ( e.g., _asm { int 3 }; here to cause a breakpoint for

    debugging your game .dlls.



comments:



    Added in SDK 2.0.



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PM_Move



from pm_shared/pm_shared.c:

void PM_Move(struct playermove_s *ppmove, int server);



    This modume implements the shared player physics code between any

    particular game and the engine. The same PM_Move routine is built into

    the game .dll and the client .dll and is invoked by each side as

    appropriate. There should be no distinction, internally, between

    server and client. This will ensure that prediction behaves

    appropriately.



comments:



    Added in SDK 2.0.



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PM_Init



from pm_shared/pm_shared.c:

void PM_Init(struct playermove_s *ppmove);



    Server version of player movement initialization.



comments:



    Added in SDK 2.0.



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PM_FindTextureType



from pm_shared/pm_shared.c

char PM_FindTextureType(char *name);



comments:



    Added in SDK 2.0.



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SetupVisibility



from dlls/client.cpp:

void SetupVisibility(edict_t *pViewEntity, edict_t *pClient, unsigned char

**pvs, unsigned char **pas);



from dlls/client.cpp:



    Set up PVS and PAS for networking for this client.



    A client can have a separate "view entity" indicating that his/her

    view should depend on the origin of that view entity. If that's the

    case, then pViewEntity will be non-NULL and will be used. Otherwise,

    the current entity's origin is used. Either is offset by the view_ofs

    to get the eye position.



    From the eye position, we set up the PAS and PVS to use for filtering

    network messages to the client. At this point, we could override the

    actual PAS or PVS values, or use a different origin.



    NOTE: Do not cache the values of pas and pvs, as they depend on

    reusable memory in the engine, they are only good for this one frame



comments:



    Added in SDK 2.0.



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UpdateClientData



from dlls/client.cpp:

void UpdateClientData (const struct edict_s *ent, int sendweapons, struct

clientdata_s *cd);



    Set up data sent only to specific client.

    Data sent to current client only.

    Engine sets argument 'cd' to 0 before calling.



comments:



    Added in SDK 2.0.



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AddToFullPack



from dlls/client.cpp:

int AddToFullPack(struct entity_state_s *state, int e, edict_t *ent,

edict_t *host, int hostflags, int player, unsigned char *pSet);



    Return 1 if the entity state has been filled in for the ent and the

    entity will be propagated to the client, 0 otherwise.



    State is the server maintained copy of the state info that is

    transmitted to the client. A MOD could alter values copied into state

    to send the "host" a different look for a particular entity update,

    etc.



    Arguments 'e' and 'ent' are the entity that is being added to the

    update, if 1 is returneds. Host is the player's edict of the player

    whom we are sending the update to. Player is 1 if the ent/e is a

    player and 0 otherwise. Argument 'pSet' is either the PAS or PVS that

    we previous set up. We can use it to ask the engine to filter the

    entity against the PAS or PVS.



    We could also use the pas/ pvs that we set in SetupVisibility, if we

    wanted to. Caching the value is valid in that case, but still only for

    the current frame.



comments:



    Added in SDK 2.0.



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CreateBaseline



from dlls/client.cpp:

void CreateBaseline(int player, int eindex, struct entity_state_s

*baseline, struct edict_s *entity, int playermodelindex, vec3_t

player_mins, vec3_t player_maxs);



    Tweak entity baseline for network encoding, allows setup of player

    baselines, too.

    Creates baselines used for network encoding, especially for player

    data since players are not spawned until connect time.



comments:



    Added in SDK 2.0.



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RegisterEncoders



from dlls/client.cpp:

void RegisterEncoders(void);



    Callbacks for network encoding.

    Allows game .dll to override network encoding of certain types of

    entities and tweak values, etc.



comments:



    Added in SDK 2.0.



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GetWeaponData



from dlls/client.cpp

int GetWeaponData(struct edict_s *player, struct weapon_data_s *info);



comments:



    Added in SDK 2.0.



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CmdStart



from dlls/client.cpp:

void CmdStart(const edict_t *player, const struct usercmd_s *cmd, unsigned

int random_seed);



    We're about to run this usercmd for the specified player. We can set

    up groupinfo and masking here, etc. This is the time to examine the

    usercmd for anything extra. This call happens even if think does not.



comments:



    Added in SDK 2.0.



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CmdEnd



from dlls/client.cpp:

void CmdEnd (const edict_t *player);



    Each cmdstart is exactly matched with a cmd end, clean up any group

    trace flags, etc. here.



comments:



    Added in SDK 2.0.



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ConnectionlessPacket



from dlls/client.cpp:

int ConnectionlessPacket(const struct netadr_s *net_from, const char

*args, char *response_buffer, int *response_buffer_size);



    Return 1 if the packet is valid. Set response_buffer_size if you want

    to send a response packet. Incoming, it holds the max size of the

    response_buffer, so you must zero it out if you choose not to respond.



comments:



    Added in SDK 2.0.



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GetHullBounds



from dlls/client.cpp:

int GetHullBounds(int hullnumber, float *mins, float *maxs);



    Engine calls this to enumerate player collision hulls, for prediction.

    Return 0 if the hullnumber doesn't exist.



comments:



    Added in SDK 2.0.



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CreateInstancedBaselines



from dlls/client.cpp:

void CreateInstancedBaselines (void);



    Tweak entity baseline for network encoding, allows setup of player

    baselines, too.

    Create pseudo-baselines for items that aren't placed in the map at

    spawn time, but which are likely to be created during play (e.g.,

    grenades, ammo packs, projectiles, corpses, etc.).



comments:



    Added in SDK 2.0.



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InconsistentFile



from dlls/client.cpp:

int InconsistentFile(const edict_t *player, const char *filename, char

*disconnect_message);



    One of the ENGINE_FORCE_UNMODIFIED files failed the consistency check

    for the specified player Return 0 to allow the client to continue, 1

    to force immediate disconnection (with an optional disconnect message

    of up to 256 characters).



comments:



    Added in SDK 2.0.



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AllowLagCompensation



from dlls/client.cpp:

int AllowLagCompensation(void);



    The game .dll should return 1 if lag compensation should be allowed

    (could also just set the sv_unlag cvar. Most games right now should

    return 0, until client-side weapon prediction code is written and

    tested for them (note you can predict weapons, but not do lag

    compensation, too, if you want.



comments:



    Added in SDK 2.0.



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