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https://github.com/nillerusr/source-engine.git
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51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef CDLL_ENGINE_INT_H
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#define CDLL_ENGINE_INT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cdll_int.h"
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class IVModelRender;
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class IClientLeafSystemEngine;
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class ClientClass;
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class IClientReplay;
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bool ClientDLL_Load( void );
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void ClientDLL_Unload ( void );
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void ClientDLL_Init( void );
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void ClientDLL_Shutdown( void );
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void ClientDLL_HudVidInit( void );
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void ClientDLL_ProcessInput( void );
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void ClientDLL_Update( void );
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void ClientDLL_VoiceStatus( int entindex, bool bTalking );
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void ClientDLL_FrameStageNotify( ClientFrameStage_t frameStage );
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ClientClass *ClientDLL_GetAllClasses( void );
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CreateInterfaceFn ClientDLL_GetFactory( void );
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//-----------------------------------------------------------------------------
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// slow routine to draw a physics model
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//-----------------------------------------------------------------------------
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void DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, matrix3x4_t& transform, const color32 &color, bool drawAxes );
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#ifndef SWDS
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extern IBaseClientDLL *g_ClientDLL;
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#endif
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extern IVModelRender* modelrender;
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extern IClientLeafSystemEngine* clientleafsystem;
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extern bool g_bClientLeafSystemV1;
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extern ClientClass *g_pClientClasses;
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extern bool scr_drawloading;
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extern IClientReplay *g_pClientReplay;
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#endif // CDLL_ENGINE_INT_H
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