/*** * * 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_int.h // // 4-23-98 // JOHN: client dll interface declarations // #pragma once #include "const.h" #include "steam/steamtypes.h" #include "ref_params.h" #include "r_efx.h" #include "studio_event.h" #include "common_types.h" // this file is included by both the engine and the client-dll, // so make sure engine declarations aren't done twice typedef int HSPRITE; // 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) Vector origin; // fields that can be changed by the cldll Vector viewangles; int iWeaponBits; // int iAccessoryBits; float fov; // field of view } client_data_t; typedef struct client_sprite_s { char szName[64]; char szSprite[64]; int hspr; int iRes; Rect rc; } client_sprite_t; typedef struct hud_player_info_s { char* name; short ping; byte thisplayer; // true if this is the calling player byte spectator; byte packetloss; char* model; short topcolor; short bottomcolor; uint64 m_nSteamID; } hud_player_info_t; #include "in_buttons.h" #define CLDLL_INTERFACE_VERSION 7 //#include "server.h" // server_static_t define for apiproxy #include "APIProxy.h"