├── .gitignore ├── public ├── togl │ └── glfuncs.inl ├── steam │ ├── isteammasterserverupdater.h │ ├── isteamvideo.h │ ├── isteaminventory.h │ ├── steamhttpenums.h │ ├── steam_gameserver.h │ ├── isteamgamecoordinator.h │ ├── isteamgameserverstats.h │ ├── steamencryptedappticket.h │ ├── isteamps3overlayrenderer.h │ └── steamuniverse.h ├── g15 │ └── ig15.h ├── bone_setup.cpp ├── maya │ ├── VsMayaDmx.h │ ├── valveMaya.h │ ├── VsVGuiWindow.h │ └── VsMayaMPxFactory.h ├── mathlib │ ├── mathlib.h │ ├── compressed_light_cube.h │ └── anorms.h ├── tier1 │ ├── utlbinaryblock.h │ ├── processor_detect.h │ └── checksum_crc.h ├── threadsaferefcountedobject.h ├── materialsystem │ ├── ishadersystem_declarations.h │ ├── imaterialproxyfactory.h │ ├── combineoperations.h │ ├── imaterialproxy.h │ └── imaterialsystemstub.h ├── bass │ └── README.md ├── tier0 │ ├── valve_minmax_off.h │ ├── valve_minmax_on.h │ ├── pointeroverride.asm │ ├── xbox_codeline_defines.h │ ├── memdbgoff.h │ ├── progressbar.h │ └── IOCTLCodes.h ├── GarrysMod │ ├── CLuaUser.h │ ├── CGModScreenspaceEffects.h │ ├── Language.h │ ├── IServerAddons.h │ ├── IntroScreen.h │ ├── CLuaCurlHTTPRequest.h │ ├── IGMHTML.h │ ├── LegacyAddons.h │ ├── IGarrysMod.h │ ├── IGMODDataTable.h │ ├── GameDepot.h │ ├── CGMODVariant.h │ └── GModDataPack.h ├── networkvar.cpp ├── client_class.cpp ├── renamed_recvtable_compat.cpp ├── server_class.cpp ├── fgdlib │ ├── fgdlib.h │ └── entitydefs.h ├── savegame_version.h ├── minmax.h ├── Friends │ └── AddOns │ │ └── AddOnTypes.h ├── modes.h ├── headtrack │ └── README.md ├── tier3 │ └── scenetokenprocessor.h ├── shattersurfacetypes.h ├── phyfile.h ├── vgui │ ├── MouseCode.h │ ├── ILocalize.h │ ├── KeyCode.h │ ├── IVguiMatInfoVar.h │ ├── IVguiMatInfo.h │ └── Cursor.h ├── vcollide.h ├── vphysics │ ├── collision_set.h │ └── stats.h ├── lumpfiles.h ├── ihandleentity.h ├── ishadercompiledll.h ├── map_utils.h ├── vstdlib │ └── cvar.h ├── crtmemdebug.h ├── surfinfo.h ├── idedicatedexports.h ├── ilaunchabledll.h ├── ifilelist.h ├── ivtex.h ├── bone_accessor.cpp ├── phonemeconverter.h ├── vallocator.cpp ├── winlite.h ├── client_textmessage.h ├── irecipientfilter.h ├── posedebugger.h ├── vgui_controls │ └── Divider.h ├── iserverunknown.h ├── tools │ └── bonelist.h ├── client_render_handle.h ├── toolframework │ └── toolframework.cpp ├── UnicodeFileHelpers.h └── event_flags.h ├── LICENSE ├── lib ├── common │ ├── lzma.lib │ ├── libcurl.lib │ ├── linux32 │ │ ├── libcurl.a │ │ ├── libssl.a │ │ ├── libcrypto.a │ │ └── libcurlssl.a │ └── ubuntu12_32 │ │ ├── libssl.a │ │ └── libcrypto.a └── public │ ├── libz.lib │ ├── tier0.lib │ ├── tier2.lib │ ├── tier3.lib │ ├── vstdlib.lib │ ├── linux32 │ ├── libz.a │ ├── tier2.a │ ├── tier3.a │ ├── libtier0.so │ ├── libvstdlib.so │ ├── libsteam_api.so │ ├── libtier0_srv.so │ └── libvstdlib_srv.so │ ├── osx32 │ ├── tier2.a │ ├── tier3.a │ ├── libtier0.dylib │ ├── libvstdlib.dylib │ └── libsteam_api.dylib │ └── steam_api.lib ├── utils ├── common │ ├── wadlib.c │ ├── movie.h │ ├── physdll.h │ ├── physdll.cpp │ ├── pacifier.h │ ├── ISQLDBReplyTarget.h │ └── scratchpad_helpers.h └── lzma │ └── C │ ├── Precomp.h │ ├── DllSecur.h │ ├── premake5.lua │ ├── Sort.h │ ├── 7zAlloc.h │ ├── Delta.h │ ├── Sha256.h │ ├── 7zBuf.c │ ├── 7zCrc.h │ ├── XzCrc64.h │ ├── RotateDefs.h │ ├── 7zBuf.h │ └── 7zVersion.h ├── game ├── server │ ├── worker_scientist.h │ ├── scripted_entities.h │ ├── hl2mp │ │ ├── hl2mp_gameinterface.h │ │ ├── hl2mp_bot_temp.h │ │ ├── hl2mp_cvars.h │ │ └── te_hl2mp_shotgun_shot.h │ ├── maprules.h │ ├── te.h │ ├── env_zoom.h │ ├── globalstate_private.h │ ├── hl2 │ │ ├── npc_antliongrub.h │ │ ├── rotorwash.h │ │ ├── hl2_gamestats.h │ │ ├── weapon_gauss.h │ │ ├── assassin_smoke.h │ │ ├── grenade_frag.h │ │ ├── npc_rollermine.h │ │ ├── weapon_citizenpackage.h │ │ ├── energy_wave.h │ │ ├── antlion_dust.h │ │ ├── item_dynamic_resupply.h │ │ ├── info_darknessmode_lightsource.h │ │ ├── grenade_molotov.h │ │ └── ar2_explosion.h │ ├── ai_saverestore.h │ ├── globals.h │ ├── spark.h │ ├── baseviewmodel.h │ ├── physics_fx.h │ ├── sdk │ │ ├── te_firebullets.h │ │ ├── sdk_bot_temp.h │ │ └── sdk_team.h │ ├── movie_explosion.h │ ├── te_effect_dispatch.h │ ├── ai_npcstate.h │ ├── gameweaponmanager.h │ ├── ai_navtype.h │ ├── phys_controller.h │ ├── toolframework_server.h │ ├── init_factory.h │ ├── physics_npc_solver.h │ ├── te_particlesystem.h │ ├── particle_fire.h │ ├── episodic │ │ ├── npc_hunter.h │ │ ├── weapon_striderbuster.h │ │ └── ep1_gamestats.h │ ├── actanimating.h │ ├── client.h │ ├── sent_point.h │ ├── ai_navgoaltype.h │ ├── ai_obstacle_type.h │ ├── basecombatweapon.h │ ├── waterbullet.h │ ├── data_collector.h │ ├── sent_filter.h │ ├── hierarchy.h │ ├── bitstring.h │ └── sent_brush.h ├── client │ ├── playerspawncache.h │ ├── clientmode_normal.h │ ├── clientmode_gmodnormal.h │ ├── vgui_game_viewport.h │ ├── c_effects.h │ ├── c_sprite.h │ ├── clientmode.h │ ├── movehelper_client.h │ ├── fontabc.h │ ├── in_main.h │ ├── kbutton.h │ ├── studio_stats.h │ ├── ihudlcd.h │ ├── replay │ │ ├── cdll_replay.h │ │ ├── replayperformanceplaybackhandler.h │ │ ├── replayyoutubeapi.h │ │ └── vgui │ │ │ └── replaybrowserbasepanel.h │ ├── c_baseviewmodel.h │ ├── gmod_hud.h │ ├── c_rumble.h │ ├── viewpostprocess.h │ ├── c_basecombatweapon.h │ ├── client_factorylist.h │ ├── text_message.h │ ├── c_basedoor.h │ ├── inetgraphpanel.h │ ├── hud_chat.h │ ├── c_physbox.h │ ├── hl2 │ │ ├── c_corpse.h │ │ ├── c_basehelicopter.h │ │ └── c_basehlcombatweapon.h │ ├── physics.h │ ├── c_soundscape.h │ ├── iconsole.h │ ├── c_func_reflective_glass.h │ ├── iprofiling.h │ ├── vgui_int.h │ ├── c_tesla.h │ ├── idebugoverlaypanel.h │ ├── iloadingdisc.h │ ├── ivmodemanager.h │ ├── c_breakableprop.h │ ├── c_env_fog_controller.h │ ├── cdll_bounded_cvars.h │ ├── iclassmap.h │ ├── sdk │ │ ├── vgui │ │ │ └── sdkviewport.h │ │ └── c_sdk_team.h │ ├── cl_mat_stub.h │ ├── viewdebug.h │ ├── c_physicsprop.h │ ├── prediction_private.h │ ├── proxyentity.h │ └── ifpspanel.h └── shared │ ├── triggers_shared.h │ ├── smoke_fog_overlay_shared.h │ ├── achievement_saverestore.h │ ├── interval.h │ ├── sun_shared.h │ ├── gamevars_shared.h │ ├── hl2 │ ├── hl2_player_shared.h │ └── hl2_vehicle_radar.h │ ├── movetype_push.h │ ├── precipitation_shared.h │ ├── gameeventdefs.h │ ├── vphysicsupdateai.h │ ├── func_dust_shared.h │ ├── iscenetokenprocessor.h │ ├── voice_common.h │ ├── sdk │ └── sdk_fx_shared.h │ ├── shared_classnames.h │ ├── econ │ └── ihasowner.h │ ├── point_bonusmaps_accessor.h │ ├── groundlink.h │ ├── solidsetdefaults.h │ ├── weapon_proficiency.h │ ├── hl2mp │ └── hl2mp_weapon_parse.h │ ├── sceneimage.h │ ├── mapdata_shared.h │ ├── death_pose.h │ └── episodic │ └── npc_advisor_shared.h ├── thirdpartylegalnotices.txt ├── steam_api └── premake5.lua ├── premake5.lua ├── mathlib ├── vector.cpp ├── premake5.lua ├── 3dnow.h ├── halton.cpp └── sse.h ├── vtf └── premake5.lua ├── bitmap └── premake5.lua ├── raytrace └── premake5.lua ├── engine ├── premake5.lua ├── sysexternal.h └── quakedef.h ├── tier0 └── premake5.lua ├── readme.md ├── tier2 └── premake5.lua ├── tier3 └── premake5.lua ├── tier1 ├── premake5.lua └── rangecheckedvar.cpp └── common ├── replay ├── replaylib.h ├── ireplaycamera.h ├── replayhandle.h ├── iserverengine.h ├── irecordingsession.h ├── ireplaysessionrecorder.h └── ireplayfactory.h ├── userid.h └── qlimits.h /.gitignore: -------------------------------------------------------------------------------- 1 | /projects/ 2 | -------------------------------------------------------------------------------- /public/togl/glfuncs.inl: -------------------------------------------------------------------------------- 1 | #include "togl/linuxwin/glfuncs.h" 2 | 3 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 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Bass `2.4.17` but all newer functions were removed so it should fully work with gmod. 4 | Gmod is currently using Bass `2.4.15` -------------------------------------------------------------------------------- /public/tier0/valve_minmax_off.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | #ifdef vmin 3 | #undef vmin 4 | #endif 5 | #ifdef vmax 6 | #undef vmax 7 | #endif 8 | -------------------------------------------------------------------------------- /steam_api/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSteamAPI() 4 | IncludePackage("steam_api") 5 | filter({}) 6 | externalincludedirs(current_dir .. "/../public/steam") 7 | links("steam_api") 8 | end 9 | -------------------------------------------------------------------------------- /utils/lzma/C/Precomp.h: -------------------------------------------------------------------------------- 1 | /* Precomp.h -- StdAfx 2 | 2013-11-12 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __7Z_PRECOMP_H 5 | #define __7Z_PRECOMP_H 6 | 7 | #include "Compiler.h" 8 | /* #include "7zTypes.h" */ 9 | 10 | #endif 11 | -------------------------------------------------------------------------------- /public/GarrysMod/CLuaUser.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | class ILuaInterface; 4 | 5 | abstract_class CLuaUser 6 | { 7 | public: 8 | virtual ~CLuaUser() = 0; 9 | virtual bool IsUsingLua() = 0; 10 | virtual void InitLibraries(ILuaInterface*); 11 | }; -------------------------------------------------------------------------------- /game/client/clientmode_normal.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | // delete -------------------------------------------------------------------------------- /public/tier0/valve_minmax_on.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | #ifndef vmin 3 | #define vmin(a,b) (((a) < (b)) ? (a) : (b)) 4 | #endif 5 | #ifndef vmax 6 | #define vmax(a,b) (((a) > (b)) ? (a) : (b)) 7 | #endif 8 | -------------------------------------------------------------------------------- /game/server/hl2mp/hl2mp_gameinterface.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | #ifndef HL2MP_GAMEINTERFACE_H 3 | #define HL2MP_GAMEINTERFACE_H 4 | #ifdef _WIN32 5 | #pragma once 6 | #endif 7 | 8 | #include "gameinterface.h" 9 | 10 | #endif -------------------------------------------------------------------------------- /premake5.lua: -------------------------------------------------------------------------------- 1 | include("common") 2 | include("tier0") 3 | include("tier1") 4 | include("tier2") 5 | include("tier3") 6 | include("engine") 7 | include("mathlib") 8 | include("raytrace") 9 | include("bitmap") 10 | include("vtf") 11 | include("steam_api") 12 | include("utils/lzma/C") 13 | -------------------------------------------------------------------------------- /game/client/clientmode_gmodnormal.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "clientmode_shared.h" 4 | 5 | class ClientModeGModNormal : public ClientModeShared 6 | { 7 | public: 8 | virtual ~ClientModeGModNormal(); 9 | virtual Init(); 10 | virtual KeyInput( int, ButtonCode_t, char const* ); 11 | }; -------------------------------------------------------------------------------- /mathlib/vector.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #include "mathlib/vector.h" 10 | 11 | Vector vec3_origin(0,0,0); 12 | 13 | -------------------------------------------------------------------------------- /public/tier0/pointeroverride.asm: -------------------------------------------------------------------------------- 1 | .model flat, C 2 | 3 | .data 4 | __imp__EncodePointer@4 dd dummy 5 | __imp__DecodePointer@4 dd dummy 6 | 7 | EXTERNDEF __imp__EncodePointer@4 : DWORD 8 | EXTERNDEF __imp__DecodePointer@4 : DWORD 9 | 10 | .code 11 | dummy proc 12 | mov eax, [esp+4] 13 | ret 4 14 | dummy endp 15 | 16 | end 17 | -------------------------------------------------------------------------------- /vtf/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKVTF() 4 | local refcount = IncludePackage("sourcesdk_vtf") 5 | 6 | local _project = project() 7 | 8 | links("vtf") 9 | 10 | if refcount == 1 then 11 | dofile(current_dir .. "/premake5_create_project.lua") 12 | project(_project.name) 13 | end 14 | end 15 | -------------------------------------------------------------------------------- /game/server/maprules.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef MAPRULES_H 10 | #define MAPRULES_H 11 | 12 | 13 | 14 | #endif // MAPRULES_H 15 | 16 | -------------------------------------------------------------------------------- /bitmap/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKBitmap() 4 | local refcount = IncludePackage("sourcesdk_bitmap") 5 | 6 | local _project = project() 7 | 8 | links("bitmap") 9 | 10 | if refcount == 1 then 11 | dofile(current_dir .. "/premake5_create_project.lua") 12 | project(_project.name) 13 | end 14 | end 15 | -------------------------------------------------------------------------------- /public/networkvar.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #if !defined(_STATIC_LINKED) || defined(_SHARED_LIB) 8 | 9 | 10 | bool g_bUseNetworkVars = true; 11 | 12 | #endif 13 | 14 | 15 | 16 | -------------------------------------------------------------------------------- /raytrace/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKRaytrace() 4 | local refcount = IncludePackage("sourcesdk_raytrace") 5 | 6 | local _project = project() 7 | 8 | links("raytrace") 9 | 10 | if refcount == 1 then 11 | dofile(current_dir .. "/premake5_create_project.lua") 12 | project(_project.name) 13 | end 14 | end 15 | -------------------------------------------------------------------------------- /game/shared/smoke_fog_overlay_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | 3 | #ifndef SMOKE_FOG_OVERLAY_SHARED_H 4 | #define SMOKE_FOG_OVERLAY_SHARED_H 5 | 6 | 7 | #define SMOKEGRENADE_PARTICLERADIUS 80 8 | #define SMOKEPARTICLE_OVERLAP 20 9 | #define SMOKEPARTICLE_SIZE 80 10 | 11 | 12 | #endif 13 | 14 | 15 | -------------------------------------------------------------------------------- /game/client/vgui_game_viewport.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef VGUI_HL2_VIEWPORT 10 | #define VGUI_HL2_VIEWPORT 11 | 12 | 13 | #endif 14 | 15 | 16 | 17 | 18 | 19 | 20 | -------------------------------------------------------------------------------- /public/GarrysMod/CGModScreenspaceEffects.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | class KeyValues; 4 | 5 | abstract_class CGModScreenspaceEffects 6 | { 7 | public: 8 | virtual void Init() = 0; 9 | virtual void Shutdown() = 0; 10 | virtual void SetParameters( KeyValues* ) = 0; 11 | virtual void Render( int, int, int, int ) = 0; 12 | virtual void Enable( bool ); 13 | virtual bool IsEnabled(); 14 | }; -------------------------------------------------------------------------------- /utils/lzma/C/DllSecur.h: -------------------------------------------------------------------------------- 1 | /* DllSecur.h -- DLL loading for security 2 | 2018-02-19 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __DLL_SECUR_H 5 | #define __DLL_SECUR_H 6 | 7 | #include "7zTypes.h" 8 | 9 | EXTERN_C_BEGIN 10 | 11 | #ifdef _WIN32 12 | 13 | void My_SetDefaultDllDirectories(); 14 | void LoadSecurityDlls(); 15 | 16 | #endif 17 | 18 | EXTERN_C_END 19 | 20 | #endif 21 | -------------------------------------------------------------------------------- /utils/lzma/C/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKLZMA() 4 | local refcount = IncludePackage("sourcesdk_lzma") 5 | 6 | local _project = project() 7 | 8 | externalincludedirs(current_dir) 9 | links("LZMA") 10 | 11 | if refcount == 1 then 12 | dofile(current_dir .. "/premake5_create_project.lua") 13 | project(_project.name) 14 | end 15 | end 16 | -------------------------------------------------------------------------------- /public/GarrysMod/Language.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | 5 | class CLanguage 6 | { 7 | public: 8 | virtual void ChangeLanguage( const char * ) = 0; 9 | virtual void ChangeLanguage_Steam( const char * ) = 0; 10 | virtual void ReloadLanguage( ) = 0; 11 | virtual void GetString( const char *, wchar_t *, int32_t ) = 0; 12 | virtual void UpdateSourceEngineLanguage( ) = 0; 13 | }; 14 | -------------------------------------------------------------------------------- /public/GarrysMod/IServerAddons.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "tier1/interface.h" 4 | 5 | #define INTERFACEVERSION_SERVERADDONS "IServerAddons001" 6 | 7 | abstract_class IServerAddons 8 | { 9 | public: 10 | virtual void Update() = 0; 11 | virtual int GetCount() = 0; 12 | virtual void Queue( const char* ) = 0; 13 | virtual void Clear() = 0; 14 | virtual void MountDownloadedAddons() = 0; 15 | }; -------------------------------------------------------------------------------- /game/server/te.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $NoKeywords: $ 7 | //=============================================================================// 8 | 9 | #if !defined( TE_H ) 10 | #define TE_H 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include "itempents.h" 16 | 17 | #endif // TE_H 18 | -------------------------------------------------------------------------------- /mathlib/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKMathlib() 4 | local refcount = IncludePackage("sourcesdk_mathlib") 5 | 6 | local _project = project() 7 | 8 | externalincludedirs(current_dir .. "/../public/mathlib") 9 | links("mathlib") 10 | 11 | if refcount == 1 then 12 | dofile(current_dir .. "/premake5_create_project.lua") 13 | project(_project.name) 14 | end 15 | end -------------------------------------------------------------------------------- /utils/lzma/C/Sort.h: -------------------------------------------------------------------------------- 1 | /* Sort.h -- Sort functions 2 | 2014-04-05 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __7Z_SORT_H 5 | #define __7Z_SORT_H 6 | 7 | #include "7zTypes.h" 8 | 9 | EXTERN_C_BEGIN 10 | 11 | void HeapSort(UInt32 *p, size_t size); 12 | void HeapSort64(UInt64 *p, size_t size); 13 | 14 | /* void HeapSortRef(UInt32 *p, UInt32 *vals, size_t size); */ 15 | 16 | EXTERN_C_END 17 | 18 | #endif 19 | -------------------------------------------------------------------------------- /engine/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKEngine() 4 | local refcount = IncludePackage("sourcesdk_engine") 5 | 6 | filter({}) 7 | 8 | externalincludedirs(current_dir) 9 | links("engine") 10 | 11 | local _project = project() 12 | 13 | if refcount == 1 then 14 | dofile(current_dir .. "/premake5_create_project.lua") 15 | end 16 | 17 | project(_project.name) 18 | end 19 | -------------------------------------------------------------------------------- /game/server/env_zoom.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef ENV_ZOOM_H 8 | #define ENV_ZOOM_H 9 | 10 | bool CanOverrideEnvZoomOwner( CBaseEntity *pZoomOwner ); 11 | float GetZoomOwnerDesiredFOV( CBaseEntity *pZoomOwner ); 12 | 13 | #endif //ENV_ZOOM_H -------------------------------------------------------------------------------- /game/server/globalstate_private.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef GLOBALSTATE_PRIVATE_H 9 | #define GLOBALSTATE_PRIVATE_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #endif // GLOBALSTATE_PRIVATE_H 16 | -------------------------------------------------------------------------------- /tier0/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKTier0() 4 | IncludePackage("sourcesdk_tier0") 5 | 6 | local _project = project() 7 | 8 | externalincludedirs(current_dir .. "/../public/tier0") 9 | 10 | filter("system:windows or macosx") 11 | links("tier0") 12 | 13 | filter("system:linux") 14 | links(_project.serverside and "tier0_srv" or "tier0") 15 | 16 | filter({}) 17 | end 18 | -------------------------------------------------------------------------------- /game/client/c_effects.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef C_EFFECTS_H 8 | #define C_EFFECTS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | // Draw rain effects. 15 | void DrawPrecipitation(); 16 | 17 | 18 | #endif // C_EFFECTS_H 19 | -------------------------------------------------------------------------------- /game/server/hl2/npc_antliongrub.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Antlion Grub - cannon fodder 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // $NoKeywords: $ 8 | //=============================================================================// 9 | 10 | #ifndef NPC_ANTLIONGRUB_H 11 | #define NPC_ANTLIONGRUB_H 12 | 13 | #endif //NPC_ANTLIONGRUB_H -------------------------------------------------------------------------------- /readme.md: -------------------------------------------------------------------------------- 1 | # sourcesdk-minimal 2 | 3 | A compact and Garry's Mod compatible [SourceSDK 2013][1] (don't use in other Source engine games). 4 | Useful for automatic build systems like Travis-CI, AppVeyor and Azure Pipelines. 5 | Contains premake5 scripts to help with creation of projects on [garrysmod_common][2]. 6 | 7 | [1]: https://github.com/ValveSoftware/source-sdk-2013 8 | [2]: https://github.com/danielga/garrysmod_common 9 | -------------------------------------------------------------------------------- /public/tier1/processor_detect.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: functions to expose CPU capabilities 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | bool CheckMMXTechnology(void); 9 | bool CheckSSETechnology(void); 10 | bool CheckSSE2Technology(void); 11 | bool Check3DNowTechnology(void); 12 | 13 | -------------------------------------------------------------------------------- /game/client/c_sprite.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #if !defined( C_SPRITE_H ) 8 | #define C_SPRITE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "Sprite.h" 14 | #include "c_pixel_visibility.h" 15 | 16 | #endif // C_SPRITE_H 17 | -------------------------------------------------------------------------------- /public/GarrysMod/IntroScreen.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "tier1/interface.h" 4 | 5 | #define INTERFACEVERSION_INTROSCREEN "IntroScreen004" 6 | 7 | class MatRenderContextPtr; 8 | 9 | abstract_class IIntroScreen 10 | { 11 | public: 12 | virtual void Start() = 0; 13 | virtual void End() = 0; 14 | virtual void Update( const char*, bool ) = 0; 15 | virtual void DoDraw( MatRenderContextPtr&, const char*, int, int, float ) = 0; 16 | }; -------------------------------------------------------------------------------- /public/client_class.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #include "client_class.h" 10 | 11 | // memdbgon must be the last include file in a .cpp file!!! 12 | #include "tier0/memdbgon.h" 13 | 14 | ClientClass *g_pClientClassHead=0; 15 | 16 | 17 | -------------------------------------------------------------------------------- /public/renamed_recvtable_compat.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #include "renamed_recvtable_compat.h" 6 | 7 | // memdbgon must be the last include file in a .cpp file!!! 8 | #include "tier0/memdbgon.h" 9 | 10 | CRenamedRecvTableInfo *g_pRenamedRecvTableInfoHead = 0; 11 | 12 | 13 | -------------------------------------------------------------------------------- /public/server_class.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #include "server_class.h" 10 | 11 | // memdbgon must be the last include file in a .cpp file!!! 12 | #include "tier0/memdbgon.h" 13 | 14 | ServerClass *g_pServerClassHead=0; 15 | 16 | 17 | -------------------------------------------------------------------------------- /game/client/clientmode.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef CLIENTMODE_H 10 | #define CLIENTMODE_H 11 | 12 | #include "iclientmode.h" 13 | 14 | typedef struct 15 | { 16 | char *name; 17 | bool draw; 18 | } ModeElements; 19 | 20 | #endif 21 | -------------------------------------------------------------------------------- /game/client/movehelper_client.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef MOVEHELPER_CLIENT_H 9 | #define MOVEHELPER_CLIENT_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | 16 | #include "imovehelper.h" 17 | 18 | #endif // MOVEHELPER_CLIENT_H 19 | -------------------------------------------------------------------------------- /public/fgdlib/fgdlib.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef FGDLIB_H 8 | #define FGDLIB_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "HelperInfo.h" 14 | #include "GameData.h" 15 | #include "GDClass.h" 16 | #include "InputOutput.h" 17 | 18 | #endif // FGDLIB_H 19 | -------------------------------------------------------------------------------- /public/savegame_version.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #if !defined( SAVEGAME_VERSION_H ) 8 | #define SAVEGAME_VERSION_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #define SAVEGAME_VERSION 0x0073 // Version 0.73 14 | 15 | #endif // SAVEGAME_VERSION_H 16 | -------------------------------------------------------------------------------- /tier2/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKTier2() 4 | local refcount = IncludePackage("sourcesdk_tier2") 5 | 6 | filter({}) 7 | 8 | externalincludedirs(current_dir .. "/../public/tier2") 9 | links("tier2") 10 | 11 | filter({}) 12 | 13 | local _project = project() 14 | 15 | if refcount == 1 then 16 | dofile(current_dir .. "/premake5_create_project.lua") 17 | end 18 | 19 | project(_project.name) 20 | end 21 | -------------------------------------------------------------------------------- /game/client/fontabc.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef FONTABC_H 9 | #define FONTABC_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | typedef struct 15 | { 16 | int abcA, abcB, abcC; 17 | int total; 18 | } FONTABC; 19 | 20 | #endif // FONTABC_H 21 | -------------------------------------------------------------------------------- /public/GarrysMod/CLuaCurlHTTPRequest.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | class ILuaInterface; 4 | 5 | namespace GarrysMod::Lua { 6 | class ILuaBase; 7 | } 8 | 9 | abstract_class CLuaCurlHTTPRequest 10 | { 11 | public: 12 | virtual ~CLuaCurlHTTPRequest() = 0; 13 | virtual void Run() = 0; 14 | virtual void OnThreadFinished() = 0; 15 | virtual bool IsFinished() = 0; 16 | virtual void DoFinish(GarrysMod::Lua::ILuaBase*) = 0; 17 | virtual void DestroyForced() = 0; 18 | }; -------------------------------------------------------------------------------- /public/minmax.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef MINMAX_H 9 | #define MINMAX_H 10 | 11 | #ifndef vmin 12 | #define vmin(a,b) (((a) < (b)) ? (a) : (b)) 13 | #endif 14 | #ifndef vmax 15 | #define vmax(a,b) (((a) > (b)) ? (a) : (b)) 16 | #endif 17 | 18 | #endif // MINMAX_H 19 | -------------------------------------------------------------------------------- /utils/lzma/C/7zAlloc.h: -------------------------------------------------------------------------------- 1 | /* 7zAlloc.h -- Allocation functions 2 | 2017-04-03 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __7Z_ALLOC_H 5 | #define __7Z_ALLOC_H 6 | 7 | #include "7zTypes.h" 8 | 9 | EXTERN_C_BEGIN 10 | 11 | void *SzAlloc(ISzAllocPtr p, size_t size); 12 | void SzFree(ISzAllocPtr p, void *address); 13 | 14 | void *SzAllocTemp(ISzAllocPtr p, size_t size); 15 | void SzFreeTemp(ISzAllocPtr p, void *address); 16 | 17 | EXTERN_C_END 18 | 19 | #endif 20 | -------------------------------------------------------------------------------- /game/server/ai_saverestore.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef AI_SAVERESTORE_H 9 | #define AI_SAVERESTORE_H 10 | 11 | #if defined( _WIN32 ) 12 | #pragma once 13 | #endif 14 | 15 | ISaveRestoreBlockHandler *GetAISaveRestoreBlockHandler(); 16 | 17 | #endif // AI_SAVERESTORE_H 18 | -------------------------------------------------------------------------------- /public/fgdlib/entitydefs.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef ENTITYDEFS_H 9 | #define ENTITYDEFS_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #define MAX_ENTITY_NAME_LEN 256 16 | 17 | #define MAX_IO_NAME_LEN 256 18 | 19 | 20 | #endif // ENTITYDEFS_H 21 | -------------------------------------------------------------------------------- /utils/lzma/C/Delta.h: -------------------------------------------------------------------------------- 1 | /* Delta.h -- Delta converter 2 | 2013-01-18 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __DELTA_H 5 | #define __DELTA_H 6 | 7 | #include "7zTypes.h" 8 | 9 | EXTERN_C_BEGIN 10 | 11 | #define DELTA_STATE_SIZE 256 12 | 13 | void Delta_Init(Byte *state); 14 | void Delta_Encode(Byte *state, unsigned delta, Byte *data, SizeT size); 15 | void Delta_Decode(Byte *state, unsigned delta, Byte *data, SizeT size); 16 | 17 | EXTERN_C_END 18 | 19 | #endif 20 | -------------------------------------------------------------------------------- /public/Friends/AddOns/AddOnTypes.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef ADDONTYPES_H 8 | #define ADDONTYPES_H 9 | #pragma once 10 | 11 | #ifndef WIN32 12 | typedef unsigned long long SessionInt64; 13 | #else 14 | typedef unsigned __int64 SessionInt64; 15 | #endif 16 | 17 | #endif // ADDONTYPES_H 18 | 19 | -------------------------------------------------------------------------------- /game/server/globals.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef GLOBALS_H 8 | #define GLOBALS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | extern Vector g_vecAttackDir; 15 | extern int g_iSkillLevel; 16 | extern bool g_fGameOver; 17 | extern ConVar g_Language; 18 | 19 | 20 | #endif // GLOBALS_H 21 | -------------------------------------------------------------------------------- /public/tier0/xbox_codeline_defines.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef XBOX_CODELINE_DEFINES_H 9 | #define XBOX_CODELINE_DEFINES_H 10 | 11 | 12 | // In the regular src_main codeline, we leave this out. 13 | //#define IN_XBOX_CODELINE 14 | 15 | 16 | #endif // XBOX_CODELINE_DEFINES_H 17 | -------------------------------------------------------------------------------- /game/server/spark.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef SPARK_H 9 | #define SPARK_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | void DoSpark( CBaseEntity *ent, const Vector &location, int nMagnitude, int nTrailLength, bool bPlaySound, const Vector &vecDir ); 15 | #endif // SPARK_H 16 | -------------------------------------------------------------------------------- /public/modes.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #if !defined( MODES_H ) 8 | #define MODES_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | typedef struct vmode_s 14 | { 15 | int width; 16 | int height; 17 | int bpp; 18 | int refreshRate; 19 | } vmode_t; 20 | 21 | #endif // MODES_H 22 | -------------------------------------------------------------------------------- /game/client/in_main.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef IN_MAIN_H 9 | #define IN_MAIN_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #include "kbutton.h" 16 | 17 | 18 | extern kbutton_t in_commandermousemove; 19 | extern kbutton_t in_ducktoggle; 20 | 21 | #endif // IN_MAIN_H 22 | -------------------------------------------------------------------------------- /game/server/hl2/rotorwash.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef ROTORWASH_H 8 | #define ROTORWASH_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | CBaseEntity *CreateRotorWashEmitter( const Vector &localOrigin, const QAngle &localAngles, CBaseEntity *pOwner, float flAltitude ); 14 | 15 | #endif // ROTORWASH_H 16 | -------------------------------------------------------------------------------- /public/headtrack/README.md: -------------------------------------------------------------------------------- 1 | # VR Stuff 2 | 3 | Gmod has an option `-vr` which will attempt to load a dll `headtrack_oculus.dll` and will try to load the exposed `"VHeadTrack001"` interface. 4 | 5 | > [!NOTE] 6 | > The `headtrack_oculus.dll` was removed from gmod a good while ago, it still can be found in old builds. 7 | > Gmod's headtrack version seems to be mostly unknown as there isn't even any leaked source of it BUT it seems like many of it's functions were later split into `CClientVirtualReality`. -------------------------------------------------------------------------------- /public/GarrysMod/IGMHTML.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "tier1/interface.h" 4 | 5 | #define INTERFACEVERSION_GMHTML "IGMHTML001" 6 | 7 | class IGet; 8 | namespace Awesomium 9 | { 10 | class WebView; 11 | } 12 | 13 | abstract_class IGMHTML 14 | { 15 | public: 16 | virtual int Init( CreateInterfaceFn, IGet* ) = 0; 17 | virtual void Shutdown() = 0; 18 | virtual void Update() = 0; 19 | virtual Awesomium::WebView* GetWebView( ) = 0; 20 | virtual void KillWebView( Awesomium::WebView* ) = 0; 21 | }; -------------------------------------------------------------------------------- /tier3/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKTier3() 4 | IncludePackage("sourcesdk_tier3") 5 | 6 | filter({}) 7 | 8 | externalincludedirs(current_dir .. "/../public/tier3") 9 | 10 | filter("system:windows") 11 | links("tier3") 12 | 13 | filter("system:macosx") 14 | linkoptions(current_dir .. "/../lib/public/osx32/tier3.a") 15 | 16 | filter("system:linux") 17 | linkoptions(current_dir .. "/../lib/public/linux32/tier3.a") 18 | 19 | filter({}) 20 | end 21 | -------------------------------------------------------------------------------- /game/server/baseviewmodel.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Server side view model object 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // $NoKeywords: $ 8 | //=============================================================================// 9 | #if !defined( BASEVIEWMODEL_H ) 10 | #define BASEVIEWMODEL_H 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include "baseviewmodel_shared.h" 16 | 17 | #endif // BASEVIEWMODEL_H -------------------------------------------------------------------------------- /public/GarrysMod/LegacyAddons.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | 6 | namespace ILegacyAddons 7 | { 8 | 9 | struct Information 10 | { 11 | std::string name; 12 | std::string path; 13 | std::string luapath; 14 | std::string placeholder4; 15 | }; 16 | 17 | } 18 | 19 | namespace LegacyAddons 20 | { 21 | 22 | class System 23 | { 24 | public: 25 | virtual void Refresh( ) = 0; 26 | virtual const std::list &GetList( ) const = 0; 27 | }; 28 | 29 | } 30 | -------------------------------------------------------------------------------- /game/client/kbutton.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #if !defined( KBUTTON_H ) 9 | #define KBUTTON_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | struct kbutton_t 15 | { 16 | // key nums holding it down 17 | int down[ 2 ]; 18 | // low bit is down state 19 | int state; 20 | }; 21 | 22 | #endif // KBUTTON_H -------------------------------------------------------------------------------- /game/shared/achievement_saverestore.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef ACHIEVEMENT_SAVERESTORE_H 9 | #define ACHIEVEMENT_SAVERESTORE_H 10 | 11 | #if defined( _WIN32 ) 12 | #pragma once 13 | #endif 14 | 15 | ISaveRestoreBlockHandler *GetAchievementSaveRestoreBlockHandler(); 16 | 17 | #endif // ACHIEVEMENT_SAVERESTORE_H 18 | -------------------------------------------------------------------------------- /game/shared/interval.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef INTERVAL_H 9 | #define INTERVAL_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #include "basetypes.h" 15 | 16 | 17 | interval_t ReadInterval( const char *pString ); 18 | float RandomInterval( const interval_t &interval ); 19 | 20 | #endif // INTERVAL_H 21 | -------------------------------------------------------------------------------- /mathlib/3dnow.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=====================================================================================// 6 | 7 | #ifndef _3DNOW_H 8 | #define _3DNOW_H 9 | 10 | float _3DNow_Sqrt(float x); 11 | float _3DNow_RSqrt(float x); 12 | float FASTCALL _3DNow_VectorNormalize (Vector& vec); 13 | void FASTCALL _3DNow_VectorNormalizeFast (Vector& vec); 14 | float _3DNow_InvRSquared(const float* v); 15 | 16 | #endif // _3DNOW_H 17 | -------------------------------------------------------------------------------- /game/client/studio_stats.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef __STUDIO_STATS_H 8 | #define __STUDIO_STATS_H 9 | 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | void StudioStats_FindClosestEntity( CClientRenderablesList *pClientRenderablesList ); 15 | 16 | extern IClientRenderable *g_pStudioStatsEntity; 17 | 18 | 19 | #endif // __STUDIO_STATS_H 20 | -------------------------------------------------------------------------------- /game/server/hl2mp/hl2mp_bot_temp.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #ifndef BOT_BASE_H 8 | #define BOT_BASE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | // If iTeam or iClass is -1, then a team or class is randomly chosen. 15 | CBasePlayer *BotPutInServer( bool bFrozen, int iTeam ); 16 | 17 | 18 | #endif // BOT_BASE_H 19 | 20 | -------------------------------------------------------------------------------- /public/tier3/scenetokenprocessor.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef SCENETOKENPROCESSOR_H 8 | #define SCENETOKENPROCESSOR_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | class ISceneTokenProcessor; 14 | 15 | ISceneTokenProcessor *GetTokenProcessor(); 16 | void SetTokenProcessorBuffer( const char *buf ); 17 | 18 | #endif // SCENETOKENPROCESSOR_H 19 | -------------------------------------------------------------------------------- /game/server/hl2mp/hl2mp_cvars.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef HL2MP_CVARS_H 9 | #define HL2MP_CVARS_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #define MAX_INTERMISSION_TIME 120 15 | 16 | extern ConVar mp_restartround; 17 | extern ConVar mp_readyrestart; 18 | extern ConVar mp_ready_signal; 19 | 20 | #endif //HL2MP_CVARS_H -------------------------------------------------------------------------------- /game/server/physics_fx.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef PHYSICS_FX_H 8 | #define PHYSICS_FX_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | class CBaseEntity; 15 | class IPhysicsFluidController; 16 | 17 | void PhysicsSplash( IPhysicsFluidController *pFluid, IPhysicsObject *pObject, CBaseEntity *pEntity ); 18 | 19 | #endif // PHYSICS_FX_H 20 | -------------------------------------------------------------------------------- /public/GarrysMod/IGarrysMod.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "igameevents.h" 4 | 5 | abstract_class IGarrysMod : public IGameEventListener2 6 | { 7 | public: 8 | virtual void MenuThink() = 0; 9 | virtual void MD5String( char* out, const char*, const char*, const char* ) = 0; 10 | virtual void PlaySound( const char* sound ) = 0; 11 | virtual const char* GetMapName() = 0; 12 | virtual void RunConsoleCommand( const char* cmd ) = 0; 13 | virtual void StartVideoScale( int, int ) = 0; 14 | virtual void EndVideoScale( int, int ) = 0; 15 | }; -------------------------------------------------------------------------------- /game/client/ihudlcd.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef IHUDLCD_H 8 | #define IHUDLCD_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | class IHudLCD 14 | { 15 | public: 16 | virtual void SetGlobalStat( char const *name, char const *value ) = 0; 17 | virtual void AddChatLine( char const *txt ) = 0; 18 | }; 19 | 20 | extern IHudLCD *hudlcd; 21 | 22 | #endif // IHUDLCD_H 23 | -------------------------------------------------------------------------------- /game/client/replay/cdll_replay.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | //=======================================================================================// 3 | 4 | #ifndef CDLL_REPLAY_H 5 | #define CDLL_REPLAY_H 6 | #ifdef _WIN32 7 | #pragma once 8 | #endif 9 | 10 | //---------------------------------------------------------------------------------------- 11 | 12 | class IReplayEngineClient; 13 | 14 | //---------------------------------------------------------------------------------------- 15 | 16 | #endif -------------------------------------------------------------------------------- /game/server/hl2/hl2_gamestats.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef HL2_GAMESTATS_H 8 | #define HL2_GAMESTATS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "gamestats.h" 14 | 15 | class CHL2GameStats : public CBaseGameStats 16 | { 17 | typedef CBaseGameStats BaseClass; 18 | 19 | public: 20 | CHL2GameStats( void ); 21 | }; 22 | 23 | #endif // EP1_GAMESTATS_H 24 | -------------------------------------------------------------------------------- /public/shattersurfacetypes.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #if !defined ( SHATTERSURFACETYPES_H ) 9 | #define SHATTERSURFACETYPES_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | enum ShatterSurface_t 15 | { 16 | // Note: This much match with the client entity 17 | SHATTERSURFACE_GLASS = 0, 18 | SHATTERSURFACE_TILE = 1, 19 | }; 20 | 21 | #endif 22 | -------------------------------------------------------------------------------- /public/phyfile.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef PHYFILE_H 9 | #define PHYFILE_H 10 | #pragma once 11 | 12 | #include "datamap.h" 13 | 14 | typedef struct phyheader_s 15 | { 16 | DECLARE_BYTESWAP_DATADESC(); 17 | int size; 18 | int id; 19 | int solidCount; 20 | long checkSum; // checksum of source .mdl file 21 | } phyheader_t; 22 | 23 | #endif // PHYFILE_H 24 | -------------------------------------------------------------------------------- /game/shared/sun_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef SUN_SHARED_H 8 | #define SUN_SHARED_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | //FIXME: It strikes me that the usefulness of this header file is now diminished 14 | 15 | #define MAX_SUN_LAYERS 4 16 | 17 | #define SF_LIGHTGLOW_DIRECTIONAL (1<<0) 18 | #define SF_MODULATE_BY_DIRECTION (1<<1) 19 | 20 | #endif // SUN_SHARED_H 21 | -------------------------------------------------------------------------------- /utils/lzma/C/Sha256.h: -------------------------------------------------------------------------------- 1 | /* Sha256.h -- SHA-256 Hash 2 | 2013-01-18 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __CRYPTO_SHA256_H 5 | #define __CRYPTO_SHA256_H 6 | 7 | #include "7zTypes.h" 8 | 9 | EXTERN_C_BEGIN 10 | 11 | #define SHA256_DIGEST_SIZE 32 12 | 13 | typedef struct 14 | { 15 | UInt32 state[8]; 16 | UInt64 count; 17 | Byte buffer[64]; 18 | } CSha256; 19 | 20 | void Sha256_Init(CSha256 *p); 21 | void Sha256_Update(CSha256 *p, const Byte *data, size_t size); 22 | void Sha256_Final(CSha256 *p, Byte *digest); 23 | 24 | EXTERN_C_END 25 | 26 | #endif 27 | -------------------------------------------------------------------------------- /game/server/sdk/te_firebullets.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef TE_FIREBULLETS_H 8 | #define TE_FIREBULLETS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | void TE_FireBullets( 15 | int iPlayerIndex, 16 | const Vector &vOrigin, 17 | const QAngle &vAngles, 18 | int iWeaponID, 19 | int iMode, 20 | int iSeed, 21 | float flSpread 22 | ); 23 | 24 | #endif // TE_FIREBULLETS_H 25 | -------------------------------------------------------------------------------- /public/mathlib/compressed_light_cube.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef COMPRESSED_LIGHT_CUBE_H 8 | #define COMPRESSED_LIGHT_CUBE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "mathlib/mathlib.h" 15 | 16 | 17 | struct CompressedLightCube 18 | { 19 | DECLARE_BYTESWAP_DATADESC(); 20 | ColorRGBExp32 m_Color[6]; 21 | }; 22 | 23 | 24 | #endif // COMPRESSED_LIGHT_CUBE_H 25 | -------------------------------------------------------------------------------- /game/server/sdk/sdk_bot_temp.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef SDK_BOT_TEMP_H 9 | #define SDK_BOT_TEMP_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | // If iTeam or iClass is -1, then a team or class is randomly chosen. 16 | CBasePlayer *BotPutInServer( bool bFrozen, int iTeam, int iClass ); 17 | 18 | void Bot_RunAll(); 19 | 20 | 21 | #endif // SDK_BOT_TEMP_H 22 | -------------------------------------------------------------------------------- /game/shared/gamevars_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef CS_GAMEVARS_SHARED_H 9 | #define CS_GAMEVARS_SHARED_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #include "convar.h" 15 | 16 | extern ConVar mp_forcecamera; 17 | extern ConVar mp_allowspectators; 18 | extern ConVar friendlyfire; 19 | extern ConVar mp_fadetoblack; 20 | 21 | #endif // CS_GAMEVARS_SHARED_H 22 | -------------------------------------------------------------------------------- /game/client/c_baseviewmodel.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Client side view model implementation. Responsible for drawing 4 | // the view model. 5 | // 6 | // $NoKeywords: $ 7 | //=============================================================================// 8 | 9 | #ifndef C_BASEVIEWMODEL_H 10 | #define C_BASEVIEWMODEL_H 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include "c_baseanimating.h" 16 | #include "utlvector.h" 17 | #include "baseviewmodel_shared.h" 18 | 19 | #endif // C_BASEVIEWMODEL_H 20 | -------------------------------------------------------------------------------- /public/vgui/MouseCode.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: names mouse button inputs 4 | // NOTE: Button codes also contain key codes, but we won't worry about that 5 | // 6 | // $NoKeywords: $ 7 | //===========================================================================// 8 | 9 | #ifndef MOUSECODE_H 10 | #define MOUSECODE_H 11 | 12 | #ifdef _WIN32 13 | #pragma once 14 | #endif 15 | 16 | #include "inputsystem/ButtonCode.h" 17 | 18 | namespace vgui 19 | { 20 | typedef ButtonCode_t MouseCode; 21 | } 22 | 23 | #endif // MOUSECODE_H 24 | -------------------------------------------------------------------------------- /game/client/gmod_hud.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "hud.h" 4 | 5 | class PanelAnimationMap; 6 | 7 | namespace vgui 8 | { 9 | class PanelMessageMap; 10 | class PanelKeyBindingMap; 11 | } 12 | 13 | abstract_class CHudGMod : public CHudElement 14 | { 15 | public: 16 | virtual void Init(); 17 | virtual void VidInit(); 18 | virtual void Reset(); 19 | 20 | virtual vgui::PanelMessageMap *GetMessageMap(); 21 | virtual PanelAnimationMap *GetAnimMap(); 22 | virtual vgui::PanelKeyBindingMap *GetKBMap(); 23 | virtual void OnThink(); 24 | virtual void Paint(); 25 | virtual void PaintBackground(); 26 | }; -------------------------------------------------------------------------------- /public/vcollide.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef VCOLLIDE_H 9 | #define VCOLLIDE_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | class CPhysCollide; 15 | 16 | struct vcollide_t 17 | { 18 | unsigned short solidCount : 15; 19 | unsigned short isPacked : 1; 20 | unsigned short descSize; 21 | // VPhysicsSolids 22 | CPhysCollide **solids; 23 | char *pKeyValues; 24 | }; 25 | 26 | #endif // VCOLLIDE_H 27 | -------------------------------------------------------------------------------- /public/mathlib/anorms.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef ANORMS_H 8 | #define ANORMS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "mathlib/vector.h" 15 | 16 | 17 | #define NUMVERTEXNORMALS 162 18 | 19 | // the angle between consecutive g_anorms[] vectors is ~14.55 degrees 20 | #define VERTEXNORMAL_CONE_INNER_ANGLE DEG2RAD(7.275) 21 | 22 | extern Vector g_anorms[NUMVERTEXNORMALS]; 23 | 24 | 25 | #endif // ANORMS_H 26 | -------------------------------------------------------------------------------- /public/vgui/ILocalize.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //===========================================================================// 7 | 8 | #ifndef ILOCALIZE_H 9 | #define ILOCALIZE_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include "tier1/ilocalize.h" 16 | 17 | namespace vgui 18 | { 19 | class ILocalize : public ::ILocalize { }; // backwards compatability with vgui::ILocalize declarations 20 | } 21 | 22 | #define VGUI_LOCALIZE_INTERFACE_VERSION "VGUI_Localize005" 23 | 24 | #endif // ILOCALIZE_H 25 | -------------------------------------------------------------------------------- /public/vphysics/collision_set.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | // A set of collision rules 10 | // NOTE: Defaults to all indices disabled 11 | class IPhysicsCollisionSet 12 | { 13 | public: 14 | ~IPhysicsCollisionSet() {} 15 | 16 | virtual void EnableCollisions( int index0, int index1 ) = 0; 17 | virtual void DisableCollisions( int index0, int index1 ) = 0; 18 | 19 | virtual bool ShouldCollide( int index0, int index1 ) = 0; 20 | }; -------------------------------------------------------------------------------- /game/shared/hl2/hl2_player_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef HL2_PLAYER_SHARED_H 8 | #define HL2_PLAYER_SHARED_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | // Shared header file for players 14 | #if defined( CLIENT_DLL ) 15 | #define CHL2_Player C_BaseHLPlayer //FIXME: Lovely naming job between server and client here... 16 | #include "c_basehlplayer.h" 17 | #else 18 | #include "hl2_player.h" 19 | #endif 20 | 21 | #endif // HL2_PLAYER_SHARED_H 22 | -------------------------------------------------------------------------------- /game/shared/movetype_push.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef MOVETYPE_PUSH_H 8 | #define MOVETYPE_PUSH_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | const int MAX_PUSHED_ENTITIES = 32; 14 | struct physicspushlist_t 15 | { 16 | float localMoveTime; 17 | Vector localOrigin; 18 | QAngle localAngles; 19 | int pushedCount; 20 | EHANDLE pushedEnts[MAX_PUSHED_ENTITIES]; 21 | Vector pushVec[MAX_PUSHED_ENTITIES]; 22 | }; 23 | 24 | #endif // MOVETYPE_PUSH_H 25 | -------------------------------------------------------------------------------- /game/shared/precipitation_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef PRECIPITATION_SHARED_H 8 | #define PRECIPITATION_SHARED_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | // Types of precipitation 15 | enum PrecipitationType_t 16 | { 17 | PRECIPITATION_TYPE_RAIN = 0, 18 | PRECIPITATION_TYPE_SNOW, 19 | PRECIPITATION_TYPE_ASH, 20 | PRECIPITATION_TYPE_SNOWFALL, 21 | NUM_PRECIPITATION_TYPES 22 | }; 23 | 24 | 25 | #endif // PRECIPITATION_SHARED_H 26 | -------------------------------------------------------------------------------- /game/server/hl2mp/te_hl2mp_shotgun_shot.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef TE_HL2MP_SHOTGUN_SHOT_H 8 | #define TE_HL2MP_SHOTGUN_SHOT_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | void TE_HL2MPFireBullets( 15 | int iPlayerIndex, 16 | const Vector &vOrigin, 17 | const Vector &vDir, 18 | int iAmmoID, 19 | int iSeed, 20 | int iShots, 21 | float flSpread, 22 | bool bDoTracers, 23 | bool bDoImpacts ); 24 | 25 | 26 | #endif // TE_HL2MP_SHOTGUN_SHOT_H 27 | -------------------------------------------------------------------------------- /game/shared/gameeventdefs.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef GAMEEVENTDEFS_H 8 | #define GAMEEVENTDEFS_H 9 | 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | // Make sure your gameevents.res and this file is in sync 15 | // Event names may be 32 characters long and are case sensitive 16 | // 256 is the maximum number of game events 17 | 18 | #define GAME_EVENT_PLAYER_DEATH "player_death" 19 | #define GAME_EVENT_SAY_TEXT "say_text" 20 | 21 | #endif // GAMEEVENTDEFS_H -------------------------------------------------------------------------------- /game/client/c_rumble.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Rumble effects mixer for XBox 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #pragma once 9 | #ifndef C_RUMBLE_H 10 | #define C_RUMBLE_H 11 | 12 | extern void RumbleEffect( unsigned char effectIndex, unsigned char rumbleData, unsigned char rumbleFlags ); 13 | extern void UpdateRumbleEffects(); 14 | extern void UpdateScreenShakeRumble( float shake, float balance = 0 ); 15 | extern void EnableRumbleOutput( bool bEnable ); 16 | 17 | #endif//C_RUMBLE_H 18 | 19 | -------------------------------------------------------------------------------- /game/server/movie_explosion.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef MOVIE_EXPLOSION_H 10 | #define MOVIE_EXPLOSION_H 11 | 12 | 13 | #include "baseparticleentity.h" 14 | 15 | 16 | class MovieExplosion : public CBaseParticleEntity 17 | { 18 | public: 19 | DECLARE_CLASS( MovieExplosion, CBaseParticleEntity ); 20 | DECLARE_SERVERCLASS(); 21 | 22 | static MovieExplosion* CreateMovieExplosion(const Vector &pos); 23 | }; 24 | 25 | 26 | #endif 27 | 28 | 29 | -------------------------------------------------------------------------------- /utils/common/movie.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef _MOVIE_H_ 10 | #define _MOVIE_H_ 11 | 12 | /* 13 | movie.h 14 | 15 | definitions and such for dumping screen shots to make a movie 16 | */ 17 | 18 | typedef struct 19 | { 20 | unsigned long tag; 21 | unsigned long size; 22 | } movieblockheader_t; 23 | 24 | 25 | typedef struct 26 | { 27 | short width; 28 | short height; 29 | short depth; 30 | } movieframe_t; 31 | 32 | 33 | 34 | #endif _MOVIE_H_ -------------------------------------------------------------------------------- /game/server/hl2/weapon_gauss.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #include "basehlcombatweapon.h" 8 | 9 | #ifndef WEAPON_GAUSS_H 10 | #define WEAPON_GAUSS_H 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | 16 | #define GAUSS_BEAM_SPRITE "sprites/laserbeam.vmt" 17 | 18 | #define GAUSS_CHARGE_TIME 0.2f 19 | #define MAX_GAUSS_CHARGE 16 20 | #define MAX_GAUSS_CHARGE_TIME 3 21 | #define DANGER_GAUSS_CHARGE_TIME 10 22 | #define GAUSS_NUM_BEAMS 4 23 | 24 | 25 | #endif // WEAPON_GAUSS_H 26 | -------------------------------------------------------------------------------- /tier1/premake5.lua: -------------------------------------------------------------------------------- 1 | local current_dir = _SCRIPT_DIR 2 | 3 | function IncludeSDKTier1() 4 | local refcount = IncludePackage("sourcesdk_tier1") 5 | 6 | local _project = project() 7 | 8 | externalincludedirs(current_dir .. "/../public/tier1") 9 | links({"tier1", "LZMA"}) 10 | 11 | filter("system:windows") 12 | links({"vstdlib", "ws2_32", "rpcrt4"}) 13 | 14 | filter("system:linux") 15 | links(_project.serverside and "vstdlib_srv" or "vstdlib") 16 | 17 | filter("system:macosx") 18 | links({"vstdlib", "iconv"}) 19 | 20 | if refcount == 1 then 21 | dofile(current_dir .. "/premake5_create_project.lua") 22 | end 23 | 24 | project(_project.name) 25 | end 26 | -------------------------------------------------------------------------------- /game/client/viewpostprocess.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef VIEWPOSTPROCESS_H 8 | #define VIEWPOSTPROCESS_H 9 | 10 | #if defined( _WIN32 ) 11 | #pragma once 12 | #endif 13 | 14 | void DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui = false ); 15 | void DoImageSpaceMotionBlur( const CViewSetup &view, int x, int y, int w, int h ); 16 | void DumpTGAofRenderTarget( const int width, const int height, const char *pFilename ); 17 | 18 | #endif // VIEWPOSTPROCESS_H 19 | -------------------------------------------------------------------------------- /game/server/hl2/assassin_smoke.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef ASSASSIN_SMOKE_H 10 | #define ASSASSIN_SMOKE_H 11 | 12 | 13 | #include "baseparticleentity.h" 14 | 15 | 16 | class CAssassinSmoke : public CBaseParticleEntity 17 | { 18 | public: 19 | DECLARE_CLASS( CAssassinSmoke, CBaseParticleEntity ); 20 | DECLARE_SERVERCLASS(); 21 | 22 | static CAssassinSmoke* CreateAssassinSmoke (const Vector &pos); 23 | }; 24 | 25 | 26 | #endif//ASSASSIN_SMOKE_H 27 | 28 | 29 | -------------------------------------------------------------------------------- /game/server/te_effect_dispatch.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef TE_EFFECT_DISPATCH_H 9 | #define TE_EFFECT_DISPATCH_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #include "effect_dispatch_data.h" 16 | #include "recipientfilter.h" 17 | 18 | 19 | void DispatchEffect( const char *pName, const CEffectData &data ); 20 | void DispatchEffect( const char *pName, const CEffectData &data, CRecipientFilter &filter ); 21 | 22 | 23 | #endif // TE_EFFECT_DISPATCH_H 24 | -------------------------------------------------------------------------------- /public/lumpfiles.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef LUMPFILES_H 8 | #define LUMPFILES_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #define MAX_LUMPFILES 128 14 | 15 | //----------------------------------------------------------------------------- 16 | // Lump files 17 | //----------------------------------------------------------------------------- 18 | void GenerateLumpFileName( const char *bspfilename, char *lumpfilename, int iBufferSize, int iIndex ); 19 | 20 | #endif // LUMPFILES_H 21 | -------------------------------------------------------------------------------- /public/vgui/KeyCode.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: this is a map for virtual key codes 4 | // virtual key codes may exist outside this range for other languages 5 | // NOTE: Button codes also contain mouse codes, but we won't worry about that 6 | // 7 | // $NoKeywords: $ 8 | //===========================================================================// 9 | 10 | #ifndef KEYCODE_H 11 | #define KEYCODE_H 12 | 13 | #ifdef _WIN32 14 | #pragma once 15 | #endif 16 | 17 | #include "inputsystem/ButtonCode.h" 18 | 19 | namespace vgui 20 | { 21 | typedef ButtonCode_t KeyCode; 22 | } 23 | 24 | #endif // KEYCODE_H 25 | -------------------------------------------------------------------------------- /game/server/ai_npcstate.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef AI_NPCSTATE_H 9 | #define AI_NPCSTATE_H 10 | 11 | #if defined( _WIN32 ) 12 | #pragma once 13 | #endif 14 | 15 | enum NPC_STATE 16 | { 17 | NPC_STATE_INVALID = -1, 18 | NPC_STATE_NONE = 0, 19 | NPC_STATE_IDLE, 20 | NPC_STATE_ALERT, 21 | NPC_STATE_COMBAT, 22 | NPC_STATE_SCRIPT, 23 | NPC_STATE_PLAYDEAD, 24 | NPC_STATE_PRONE, // When in clutches of barnacle 25 | NPC_STATE_DEAD 26 | 27 | }; 28 | 29 | #endif // AI_NPCSTATE_H 30 | -------------------------------------------------------------------------------- /game/shared/vphysicsupdateai.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef VPHYSICSUPDATEAI_H 8 | #define VPHYSICSUPDATEAI_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | // this is used to temporarily allow the vphysics shadow object to update the entity's position 15 | // for entities that typically ignore those updates. 16 | struct vphysicsupdateai_t 17 | { 18 | float startUpdateTime; 19 | float stopUpdateTime; 20 | float savedShadowControllerMaxSpeed; 21 | }; 22 | 23 | 24 | #endif // VPHYSICSUPDATEAI_H 25 | -------------------------------------------------------------------------------- /game/server/gameweaponmanager.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef GAMEWEAPONMANAGER_H 8 | #define GAMEWEAPONMANAGER_H 9 | 10 | #if defined( _WIN32 ) 11 | #pragma once 12 | #endif 13 | 14 | void CreateWeaponManager( const char *pWeaponName, int iMaxPieces ); 15 | 16 | class CBaseCombatWeapon; 17 | 18 | void WeaponManager_AmmoMod( CBaseCombatWeapon *pWeapon ); 19 | 20 | void WeaponManager_AddManaged( CBaseEntity *pWeapon ); 21 | void WeaponManager_RemoveManaged( CBaseEntity *pWeapon ); 22 | 23 | #endif // GAMEWEAPONMANAGER_H 24 | -------------------------------------------------------------------------------- /game/shared/func_dust_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef FUNC_DUST_SHARED_H 9 | #define FUNC_DUST_SHARED_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | // Flags for m_DustFlags. 16 | #define DUSTFLAGS_ON (1<<0) // emit particles.. 17 | #define DUSTFLAGS_SCALEMOTES (1<<1) // scale to keep the same size on screen 18 | #define DUSTFLAGS_FROZEN (1<<2) // just emit m_SpawnRate # of particles and freeze 19 | #define DUST_NUMFLAGS 3 20 | 21 | 22 | #endif // FUNC_DUST_SHARED_H 23 | -------------------------------------------------------------------------------- /utils/common/physdll.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef PHYSDLL_H 9 | #define PHYSDLL_H 10 | #pragma once 11 | 12 | 13 | #ifdef __cplusplus 14 | #include "vphysics_interface.h" 15 | class IPhysics; 16 | class IPhysicsCollision; 17 | 18 | extern CreateInterfaceFn GetPhysicsFactory( void ); 19 | 20 | extern "C" { 21 | #endif 22 | 23 | // tools need to force the path 24 | void PhysicsDLLPath( const char *pPathname ); 25 | 26 | #ifdef __cplusplus 27 | } 28 | #endif 29 | 30 | #endif // PHYSDLL_H 31 | -------------------------------------------------------------------------------- /public/GarrysMod/IGMODDataTable.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "CGMODVariant.h" 4 | 5 | class IGMODDataTable 6 | { 7 | public: 8 | virtual void *GetKey( int ) = 0; 9 | virtual const CGMODVariant& GetValue( int ) = 0; 10 | virtual void IncrementIterator( int& ) = 0; 11 | virtual void *Get( int ) = 0; // Probably returns CGMODVariant 12 | virtual void Set( int, CGMODVariant const& ) = 0; 13 | virtual bool HasKey( int ) = 0; 14 | virtual const CGMODVariant& GetLocal( char const* ) = 0; 15 | virtual void SetLocal( char const*, CGMODVariant const& ) = 0; 16 | virtual void ClearLocal( char const* ) = 0; 17 | virtual void Clear() = 0; 18 | virtual void Begin() = 0; 19 | virtual void End() = 0; 20 | }; -------------------------------------------------------------------------------- /public/ihandleentity.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef IHANDLEENTITY_H 8 | #define IHANDLEENTITY_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | class CBaseHandle; 15 | 16 | 17 | // An IHandleEntity-derived class can go into an entity list and use ehandles. 18 | class IHandleEntity 19 | { 20 | public: 21 | virtual ~IHandleEntity() {} 22 | virtual void SetRefEHandle( const CBaseHandle &handle ) = 0; 23 | virtual const CBaseHandle& GetRefEHandle() const = 0; 24 | }; 25 | 26 | 27 | #endif // IHANDLEENTITY_H 28 | -------------------------------------------------------------------------------- /mathlib/halton.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=====================================================================================// 6 | 7 | #include 8 | 9 | HaltonSequenceGenerator_t::HaltonSequenceGenerator_t(int b) 10 | { 11 | base=b; 12 | fbase=(float) b; 13 | seed=1; 14 | 15 | } 16 | 17 | float HaltonSequenceGenerator_t::GetElement(int elem) 18 | { 19 | int tmpseed=seed; 20 | float ret=0.0f; 21 | float base_inv=1.0f/fbase; 22 | while(tmpseed) 23 | { 24 | int dig=tmpseed % base; 25 | ret+=((float) dig)*base_inv; 26 | base_inv/=fbase; 27 | tmpseed/=base; 28 | } 29 | return ret; 30 | } 31 | -------------------------------------------------------------------------------- /utils/lzma/C/7zBuf.c: -------------------------------------------------------------------------------- 1 | /* 7zBuf.c -- Byte Buffer 2 | 2017-04-03 : Igor Pavlov : Public domain */ 3 | 4 | #include "Precomp.h" 5 | 6 | #include "7zBuf.h" 7 | 8 | void Buf_Init(CBuf *p) 9 | { 10 | p->data = 0; 11 | p->size = 0; 12 | } 13 | 14 | int Buf_Create(CBuf *p, size_t size, ISzAllocPtr alloc) 15 | { 16 | p->size = 0; 17 | if (size == 0) 18 | { 19 | p->data = 0; 20 | return 1; 21 | } 22 | p->data = (Byte *)ISzAlloc_Alloc(alloc, size); 23 | if (p->data) 24 | { 25 | p->size = size; 26 | return 1; 27 | } 28 | return 0; 29 | } 30 | 31 | void Buf_Free(CBuf *p, ISzAllocPtr alloc) 32 | { 33 | ISzAlloc_Free(alloc, p->data); 34 | p->data = 0; 35 | p->size = 0; 36 | } 37 | -------------------------------------------------------------------------------- /game/client/c_basecombatweapon.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Client's CBaseCombatWeapon entity 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // $NoKeywords: $ 8 | //=============================================================================// 9 | #ifndef C_BASECOMBATWEAPON_H 10 | #define C_BASECOMBATWEAPON_H 11 | 12 | #ifdef _WIN32 13 | #pragma once 14 | #endif 15 | 16 | #include "basecombatweapon_shared.h" 17 | #include "weapons_resource.h" 18 | 19 | class CViewSetup; 20 | class C_BaseViewModel; 21 | 22 | // Accessors for local weapons 23 | C_BaseCombatWeapon *GetActiveWeapon( void ); 24 | 25 | 26 | #endif // C_BASECOMBATWEAPON -------------------------------------------------------------------------------- /game/shared/iscenetokenprocessor.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef ISCENETOKENPROCESSOR_H 9 | #define ISCENETOKENPROCESSOR_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | abstract_class ISceneTokenProcessor 15 | { 16 | public: 17 | virtual const char *CurrentToken( void ) = 0; 18 | virtual bool GetToken( bool crossline ) = 0; 19 | virtual bool TokenAvailable( void ) = 0; 20 | virtual void Error( PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; 21 | }; 22 | 23 | #endif // ISCENETOKENPROCESSOR_H 24 | -------------------------------------------------------------------------------- /public/steam/steamuniverse.h: -------------------------------------------------------------------------------- 1 | //========= Copyright � 1996-2008, Valve LLC, All rights reserved. ============ 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef STEAMUNIVERSE_H 8 | #define STEAMUNIVERSE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | // Steam universes. Each universe is a self-contained Steam instance. 15 | enum EUniverse 16 | { 17 | k_EUniverseInvalid = 0, 18 | k_EUniversePublic = 1, 19 | k_EUniverseBeta = 2, 20 | k_EUniverseInternal = 3, 21 | k_EUniverseDev = 4, 22 | // k_EUniverseRC = 5, // no such universe anymore 23 | k_EUniverseMax 24 | }; 25 | 26 | 27 | #endif // STEAMUNIVERSE_H 28 | -------------------------------------------------------------------------------- /game/server/ai_navtype.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef AI_NAVTYPE_H 9 | #define AI_NAVTYPE_H 10 | 11 | #if defined( _WIN32 ) 12 | #pragma once 13 | #endif 14 | 15 | // --------------------------- 16 | // Navigation Type Bits 17 | // --------------------------- 18 | enum Navigation_t 19 | { 20 | NAV_NONE = -1, // error condition 21 | NAV_GROUND = 0, // walk/run 22 | NAV_JUMP, // jump/leap 23 | NAV_FLY, // can fly, move all around 24 | NAV_CLIMB, // climb ladders 25 | }; 26 | 27 | 28 | #endif // AI_NAVTYPE_H 29 | -------------------------------------------------------------------------------- /game/shared/voice_common.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef VOICE_COMMON_H 9 | #define VOICE_COMMON_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #include "bitvec.h" 16 | #include "const.h" 17 | 18 | 19 | #define VOICE_MAX_PLAYERS MAX_PLAYERS 20 | #define VOICE_MAX_PLAYERS_DW ((VOICE_MAX_PLAYERS / 32) + !!(VOICE_MAX_PLAYERS & 31)) 21 | 22 | typedef CBitVec CPlayerBitVec; 23 | 24 | #define VOICE_DEFAULT_PROXIMITY_RANGE 1200 //100 feet 25 | 26 | 27 | #endif // VOICE_COMMON_H 28 | -------------------------------------------------------------------------------- /engine/sysexternal.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #ifndef SYSEXTERNAL_H 8 | #define SYSEXTERNAL_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | // an error will cause the entire program to exit and upload a minidump to us 14 | void Sys_Error(PRINTF_FORMAT_STRING const char *psz, ...) FMTFUNCTION( 1, 2 ); 15 | // kill the process with an error but don't send us a minidump, its not a bug but a user config problem 16 | void Sys_Exit( PRINTF_FORMAT_STRING const char *error, ... ) FMTFUNCTION( 1, 2 ); 17 | 18 | #endif // SYSEXTERNAL_H -------------------------------------------------------------------------------- /game/shared/sdk/sdk_fx_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef FX_CS_SHARED_H 8 | #define FX_CS_SHARED_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | // This runs on both the client and the server. 14 | // On the server, it only does the damage calculations. 15 | // On the client, it does all the effects. 16 | void FX_FireBullets( 17 | int iPlayer, 18 | const Vector &vOrigin, 19 | const QAngle &vAngles, 20 | int iWeaponID, 21 | int iMode, 22 | int iSeed, 23 | float flSpread 24 | ); 25 | 26 | 27 | #endif // FX_CS_SHARED_H 28 | -------------------------------------------------------------------------------- /public/ishadercompiledll.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef ISHADERCOMPILEDLL_H 8 | #define ISHADERCOMPILEDLL_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "interface.h" 15 | 16 | #define SHADER_COMPILE_INTERFACE_VERSION "shadercompiledll_0" 17 | 18 | // This is the DLL interface to ShaderCompile 19 | abstract_class IShaderCompileDLL 20 | { 21 | public: 22 | // All vrad.exe does is load the VRAD DLL and run this. 23 | virtual int main( int argc, char **argv ) = 0; 24 | }; 25 | 26 | #endif // ISHADERCOMPILEDLL_H 27 | -------------------------------------------------------------------------------- /game/server/phys_controller.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef PHYS_CONTROLLER_H 8 | #define PHYS_CONTROLLER_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | CBaseEntity *CreateKeepUpright( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, float flAngularLimit, bool bActive ); 15 | 16 | AngularImpulse ComputeRotSpeedToAlignAxes( const Vector &testAxis, const Vector &alignAxis, const AngularImpulse ¤tSpeed, 17 | float damping, float scale, float maxSpeed ); 18 | 19 | #endif // PHYS_CONTROLLER_H 20 | -------------------------------------------------------------------------------- /game/shared/shared_classnames.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef SHARED_CLASSNAMES_H 9 | #define SHARED_CLASSNAMES_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | // Hacky macros to allow shared code to work without even worse macro-izing 15 | #if defined( CLIENT_DLL ) 16 | 17 | #define CBaseEntity C_BaseEntity 18 | #define CBaseCombatCharacter C_BaseCombatCharacter 19 | #define CBaseAnimating C_BaseAnimating 20 | #define CBasePlayer C_BasePlayer 21 | 22 | #endif 23 | 24 | 25 | #endif // SHARED_CLASSNAMES_H 26 | -------------------------------------------------------------------------------- /public/map_utils.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef MAP_UTILS_H 8 | #define MAP_UTILS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "mathlib/vector.h" 15 | 16 | 17 | // angles comes from the "angles" property 18 | // 19 | // yaw and pitch will override the values in angles if they are nonzero 20 | // yaw comes from the (obsolete) "angle" property 21 | // pitch comes from the "pitch" property 22 | void SetupLightNormalFromProps( const QAngle &angles, float yaw, float pitch, Vector &output ); 23 | 24 | 25 | #endif // MAP_UTILS_H 26 | -------------------------------------------------------------------------------- /public/tier0/memdbgoff.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: This header, which must be the final line of a .h file, 4 | // causes all crt methods to stop using debugging versions of the memory allocators. 5 | // NOTE: Use memdbgon.h to re-enable memory debugging. 6 | // 7 | // $NoKeywords: $ 8 | //=============================================================================// 9 | 10 | #ifdef MEM_OVERRIDE_ON 11 | 12 | #undef malloc 13 | #undef realloc 14 | #undef calloc 15 | #undef free 16 | #undef _expand 17 | #undef _msize 18 | #undef new 19 | #undef _aligned_malloc 20 | #undef _aligned_free 21 | #undef _malloc_dbg 22 | 23 | #undef MEM_OVERRIDE_ON 24 | 25 | #endif 26 | -------------------------------------------------------------------------------- /public/vstdlib/cvar.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #if !defined( CVAR_H ) 10 | #define CVAR_H 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include "vstdlib/vstdlib.h" 16 | #include "icvar.h" 17 | 18 | 19 | //----------------------------------------------------------------------------- 20 | // Returns a CVar dictionary for tool usage 21 | //----------------------------------------------------------------------------- 22 | VSTDLIB_INTERFACE CreateInterfaceFn VStdLib_GetICVarFactory(); 23 | 24 | 25 | #endif // CVAR_H 26 | -------------------------------------------------------------------------------- /utils/lzma/C/7zCrc.h: -------------------------------------------------------------------------------- 1 | /* 7zCrc.h -- CRC32 calculation 2 | 2013-01-18 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __7Z_CRC_H 5 | #define __7Z_CRC_H 6 | 7 | #include "7zTypes.h" 8 | 9 | EXTERN_C_BEGIN 10 | 11 | extern UInt32 g_CrcTable[]; 12 | 13 | /* Call CrcGenerateTable one time before other CRC functions */ 14 | void MY_FAST_CALL CrcGenerateTable(void); 15 | 16 | #define CRC_INIT_VAL 0xFFFFFFFF 17 | #define CRC_GET_DIGEST(crc) ((crc) ^ CRC_INIT_VAL) 18 | #define CRC_UPDATE_BYTE(crc, b) (g_CrcTable[((crc) ^ (b)) & 0xFF] ^ ((crc) >> 8)) 19 | 20 | UInt32 MY_FAST_CALL CrcUpdate(UInt32 crc, const void *data, size_t size); 21 | UInt32 MY_FAST_CALL CrcCalc(const void *data, size_t size); 22 | 23 | EXTERN_C_END 24 | 25 | #endif 26 | -------------------------------------------------------------------------------- /game/client/client_factorylist.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef CLIENT_FACTORYLIST_H 8 | #define CLIENT_FACTORYLIST_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "interface.h" 14 | 15 | struct factorylist_t 16 | { 17 | CreateInterfaceFn appSystemFactory; 18 | CreateInterfaceFn physicsFactory; 19 | }; 20 | 21 | // Store off the factories 22 | void FactoryList_Store( const factorylist_t &sourceData ); 23 | 24 | // retrieve the stored factories 25 | void FactoryList_Retrieve( factorylist_t &destData ); 26 | 27 | #endif // CLIENT_FACTORYLIST_H 28 | -------------------------------------------------------------------------------- /game/client/text_message.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #if !defined( TEXT_MESSAGE_H ) 8 | #define TEXT_MESSAGE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | abstract_class IHudTextMessage 14 | { 15 | public: 16 | virtual char *LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size ) = 0; 17 | virtual char *BufferedLocaliseTextString( const char *msg ) = 0; 18 | virtual char *LookupString( const char *msg_name, int *msg_dest = NULL ) = 0; 19 | }; 20 | 21 | extern IHudTextMessage *hudtextmessage; 22 | #endif // TEXT_MESSAGE_H -------------------------------------------------------------------------------- /game/server/hl2/grenade_frag.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef GRENADE_FRAG_H 9 | #define GRENADE_FRAG_H 10 | #pragma once 11 | 12 | class CBaseGrenade; 13 | struct edict_t; 14 | 15 | CBaseGrenade *Fraggrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float timer, bool combineSpawned ); 16 | bool Fraggrenade_WasPunted( const CBaseEntity *pEntity ); 17 | bool Fraggrenade_WasCreatedByCombine( const CBaseEntity *pEntity ); 18 | 19 | #endif // GRENADE_FRAG_H 20 | -------------------------------------------------------------------------------- /game/shared/econ/ihasowner.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef IHASOWNER_H 8 | #define IHASOWNER_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | class CBaseEntity; 14 | 15 | //----------------------------------------------------------------------------- 16 | // Purpose: Allows an entity to access its owner regardless of entity type 17 | //----------------------------------------------------------------------------- 18 | class IHasOwner 19 | { 20 | public: 21 | virtual CBaseEntity *GetOwnerViaInterface( void ) = 0; 22 | }; 23 | 24 | #endif // IHASOWNER_H 25 | -------------------------------------------------------------------------------- /public/crtmemdebug.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // 8 | //----------------------------------------------------------------------------- 9 | // $Log: $ 10 | // 11 | // $NoKeywords: $ 12 | //=============================================================================// 13 | 14 | #ifndef CRTMEMDEBUG_H 15 | #define CRTMEMDEBUG_H 16 | #pragma once 17 | 18 | #ifdef USECRTMEMDEBUG 19 | 20 | #include 21 | #define MEMCHECK CheckHeap() 22 | void CheckHeap( void ); 23 | 24 | #else 25 | 26 | #define MEMCHECK 27 | 28 | #endif 29 | 30 | void InitCRTMemDebug( void ); 31 | 32 | 33 | #endif // CRTMEMDEBUG_H 34 | -------------------------------------------------------------------------------- /utils/lzma/C/XzCrc64.h: -------------------------------------------------------------------------------- 1 | /* XzCrc64.h -- CRC64 calculation 2 | 2013-01-18 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __XZ_CRC64_H 5 | #define __XZ_CRC64_H 6 | 7 | #include 8 | 9 | #include "7zTypes.h" 10 | 11 | EXTERN_C_BEGIN 12 | 13 | extern UInt64 g_Crc64Table[]; 14 | 15 | void MY_FAST_CALL Crc64GenerateTable(void); 16 | 17 | #define CRC64_INIT_VAL UINT64_CONST(0xFFFFFFFFFFFFFFFF) 18 | #define CRC64_GET_DIGEST(crc) ((crc) ^ CRC64_INIT_VAL) 19 | #define CRC64_UPDATE_BYTE(crc, b) (g_Crc64Table[((crc) ^ (b)) & 0xFF] ^ ((crc) >> 8)) 20 | 21 | UInt64 MY_FAST_CALL Crc64Update(UInt64 crc, const void *data, size_t size); 22 | UInt64 MY_FAST_CALL Crc64Calc(const void *data, size_t size); 23 | 24 | EXTERN_C_END 25 | 26 | #endif 27 | -------------------------------------------------------------------------------- /game/client/c_basedoor.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #if !defined( C_BASEDOOR_H ) 8 | #define C_BASEDOOR_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "c_baseentity.h" 14 | 15 | #if defined( CLIENT_DLL ) 16 | #define CBaseDoor C_BaseDoor 17 | #endif 18 | 19 | class C_BaseDoor : public C_BaseEntity 20 | { 21 | public: 22 | DECLARE_CLASS( C_BaseDoor, C_BaseEntity ); 23 | DECLARE_CLIENTCLASS(); 24 | 25 | C_BaseDoor( void ); 26 | ~C_BaseDoor( void ); 27 | 28 | public: 29 | float m_flWaveHeight; 30 | }; 31 | 32 | #endif // C_BASEDOOR_H -------------------------------------------------------------------------------- /game/client/inetgraphpanel.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // $NoKeywords: $ 8 | //=============================================================================// 9 | 10 | #if !defined( INETGRAPHPANEL_H ) 11 | #define INETGRAPHPANEL_H 12 | #ifdef _WIN32 13 | #pragma once 14 | #endif 15 | 16 | #include 17 | 18 | namespace vgui 19 | { 20 | class Panel; 21 | } 22 | 23 | abstract_class INetGraphPanel 24 | { 25 | public: 26 | virtual void Create( vgui::VPANEL parent ) = 0; 27 | virtual void Destroy( void ) = 0; 28 | }; 29 | 30 | extern INetGraphPanel *netgraphpanel; 31 | 32 | #endif // INETGRAPHPANEL_H -------------------------------------------------------------------------------- /game/server/toolframework_server.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //===========================================================================// 8 | 9 | #ifndef TOOLFRAMEWORK_SERVER_H 10 | #define TOOLFRAMEWORK_SERVER_H 11 | 12 | #ifdef _WIN32 13 | #pragma once 14 | #endif 15 | 16 | 17 | //----------------------------------------------------------------------------- 18 | // Are tools enabled? 19 | //----------------------------------------------------------------------------- 20 | #ifndef NO_TOOLFRAMEWORK 21 | bool ToolsEnabled(); 22 | #else 23 | #define ToolsEnabled() 0 24 | #endif 25 | 26 | 27 | #endif // TOOLFRAMEWORK_SERVER_H 28 | -------------------------------------------------------------------------------- /public/surfinfo.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #ifndef SURFINFO_H 8 | #define SURFINFO_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "mathlib/vplane.h" 14 | 15 | //#include "mathlib/vector.h" 16 | #define MAX_SURFINFO_VERTS 16 17 | class SurfInfo 18 | { 19 | public: 20 | // Shape of the surface. 21 | Vector m_Verts[ MAX_SURFINFO_VERTS ]; 22 | unsigned long m_nVerts; 23 | 24 | // Plane of the surface. 25 | VPlane m_Plane; 26 | 27 | // For engine use only.. 28 | void *m_pEngineData; 29 | }; 30 | 31 | #endif // SURFINFO_H 32 | -------------------------------------------------------------------------------- /game/client/hud_chat.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef HUD_CHAT_H 9 | #define HUD_CHAT_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #include 15 | 16 | class CHudChat : public CBaseHudChat 17 | { 18 | DECLARE_CLASS_SIMPLE( CHudChat, CBaseHudChat ); 19 | 20 | public: 21 | CHudChat( const char *pElementName ); 22 | 23 | virtual void Init( void ); 24 | 25 | void MsgFunc_SayText(bf_read &msg); 26 | void MsgFunc_SayText2( bf_read &msg ); 27 | void MsgFunc_TextMsg(bf_read &msg); 28 | }; 29 | 30 | #endif //HUD_CHAT_H -------------------------------------------------------------------------------- /public/idedicatedexports.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef IDEDICATEDEXPORTS_H 9 | #define IDEDICATEDEXPORTS_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #include "interface.h" 15 | #include "appframework/iappsystem.h" 16 | 17 | 18 | abstract_class IDedicatedExports : public IAppSystem 19 | { 20 | public: 21 | virtual void Sys_Printf( char *text ) = 0; 22 | virtual void RunServer() = 0; 23 | }; 24 | 25 | #define VENGINE_DEDICATEDEXPORTS_API_VERSION "VENGINE_DEDICATEDEXPORTS_API_VERSION003" 26 | 27 | 28 | #endif // IDEDICATEDEXPORTS_H 29 | -------------------------------------------------------------------------------- /game/client/c_physbox.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | 10 | 11 | // Client-side CBasePlayer 12 | 13 | #ifndef C_PHYSBOX_H 14 | #define C_PHYSBOX_H 15 | #pragma once 16 | 17 | 18 | #include "c_baseentity.h" 19 | 20 | 21 | class C_PhysBox : public C_BaseEntity 22 | { 23 | public: 24 | DECLARE_CLASS( C_PhysBox, C_BaseEntity ); 25 | DECLARE_CLIENTCLASS(); 26 | 27 | C_PhysBox(); 28 | virtual ~C_PhysBox(); 29 | virtual ShadowType_t ShadowCastType(); 30 | 31 | public: 32 | float m_mass; // TEST.. 33 | }; 34 | 35 | 36 | #endif 37 | 38 | 39 | 40 | -------------------------------------------------------------------------------- /game/shared/point_bonusmaps_accessor.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #ifndef POINT_BONUSMAPS_ACCESSOR_H 9 | #define POINT_BONUSMAPS_ACCESSOR_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | 16 | void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ); 17 | void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ); 18 | void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ); 19 | 20 | 21 | #endif // POINT_BONUSMAPS_ACCESSOR_H 22 | -------------------------------------------------------------------------------- /public/materialsystem/imaterialproxyfactory.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef IMATERIALPROXYFACTORY_H 9 | #define IMATERIALPROXYFACTORY_H 10 | #pragma once 11 | 12 | #include "interface.h" 13 | 14 | #define IMATERIAL_PROXY_FACTOR_INTERFACE_VERSION "IMaterialProxyFactory001" 15 | 16 | class IMaterialProxy; 17 | 18 | abstract_class IMaterialProxyFactory 19 | { 20 | public: 21 | virtual IMaterialProxy *CreateProxy( const char *proxyName ) = 0; 22 | virtual void DeleteProxy( IMaterialProxy *pProxy ) = 0; 23 | }; 24 | 25 | #endif // IMATERIALPROXYFACTORY_H 26 | -------------------------------------------------------------------------------- /public/ilaunchabledll.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef ILAUNCHABLEDLL_H 8 | #define ILAUNCHABLEDLL_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #define LAUNCHABLE_DLL_INTERFACE_VERSION "launchable_dll_1" 15 | 16 | 17 | // vmpi_service can use this to debug worker apps in-process, 18 | // and some of the launchers (like texturecompile) use this. 19 | class ILaunchableDLL 20 | { 21 | public: 22 | // All vrad.exe does is load the VRAD DLL and run this. 23 | virtual int main( int argc, char **argv ) = 0; 24 | }; 25 | 26 | 27 | 28 | #endif // ILAUNCHABLEDLL_H 29 | -------------------------------------------------------------------------------- /common/replay/replaylib.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #ifndef REPLAYLIB_H 6 | #define REPLAYLIB_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | //---------------------------------------------------------------------------------------- 12 | 13 | class IClientReplayContext; 14 | 15 | //---------------------------------------------------------------------------------------- 16 | 17 | bool ReplayLib_Init( const char *pGameDir, IClientReplayContext *pClientReplayContext ); 18 | 19 | //---------------------------------------------------------------------------------------- 20 | 21 | #endif // REPLAYLIB_H -------------------------------------------------------------------------------- /game/shared/groundlink.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef GROUNDLINK_H 8 | #define GROUNDLINK_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | //----------------------------------------------------------------------------- 14 | // Purpose: Used for tracking many to one ground entity chains ( many ents can share a single ground entity ) 15 | //----------------------------------------------------------------------------- 16 | struct groundlink_t 17 | { 18 | EHANDLE entity; 19 | groundlink_t *nextLink; 20 | groundlink_t *prevLink; 21 | }; 22 | 23 | #endif // GROUNDLINK_H 24 | -------------------------------------------------------------------------------- /game/server/hl2/npc_rollermine.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef NPC_ROLLERMINE_H 8 | #define NPC_ROLLERMINE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | //------------------------------------ 14 | // Spawnflags 15 | //------------------------------------ 16 | #define SF_ROLLERMINE_FRIENDLY (1 << 16) 17 | #define SF_ROLLERMINE_PROP_COLLISION (1 << 17) 18 | 19 | bool NPC_Rollermine_IsRollermine( CBaseEntity *pEntity ); 20 | CBaseEntity *NPC_Rollermine_DropFromPoint( const Vector &originStart, CBaseEntity *pOwner, const char *pszTemplate ); 21 | 22 | #endif // NPC_ROLLERMINE_H 23 | -------------------------------------------------------------------------------- /game/client/hl2/c_corpse.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #if !defined( C_CORPSE_H ) 8 | #define C_CORPSE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | class C_Corpse : public C_BaseAnimating 14 | { 15 | public: 16 | DECLARE_CLASS( C_Corpse, C_BaseAnimating ); 17 | DECLARE_CLIENTCLASS(); 18 | 19 | C_Corpse( void ); 20 | 21 | virtual int DrawModel( int flags ); 22 | 23 | public: 24 | // The player whom we are copying our data from 25 | int m_nReferencePlayer; 26 | 27 | private: 28 | C_Corpse( const C_Corpse & ); 29 | }; 30 | 31 | 32 | #endif // C_CORPSE_H -------------------------------------------------------------------------------- /utils/lzma/C/RotateDefs.h: -------------------------------------------------------------------------------- 1 | /* RotateDefs.h -- Rotate functions 2 | 2015-03-25 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __ROTATE_DEFS_H 5 | #define __ROTATE_DEFS_H 6 | 7 | #ifdef _MSC_VER 8 | 9 | #include 10 | 11 | /* don't use _rotl with MINGW. It can insert slow call to function. */ 12 | 13 | /* #if (_MSC_VER >= 1200) */ 14 | #pragma intrinsic(_rotl) 15 | #pragma intrinsic(_rotr) 16 | /* #endif */ 17 | 18 | #define rotlFixed(x, n) _rotl((x), (n)) 19 | #define rotrFixed(x, n) _rotr((x), (n)) 20 | 21 | #else 22 | 23 | /* new compilers can translate these macros to fast commands. */ 24 | 25 | #define rotlFixed(x, n) (((x) << (n)) | ((x) >> (32 - (n)))) 26 | #define rotrFixed(x, n) (((x) >> (n)) | ((x) << (32 - (n)))) 27 | 28 | #endif 29 | 30 | #endif 31 | -------------------------------------------------------------------------------- /game/client/physics.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: insulates client DLL from dependencies on vphysics 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef PHYSICS_H 9 | #define PHYSICS_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #include "interface.h" 16 | #include "physics_shared.h" 17 | 18 | struct objectparams_t; 19 | struct solid_t; 20 | 21 | // HACKHACK: Make this part of IClientSystem somehow??? 22 | extern bool PhysicsDLLInit( CreateInterfaceFn physicsFactory ); 23 | extern void PhysicsReset(); 24 | extern void PhysicsSimulate(); 25 | extern float PhysGetSyncCreateTime(); 26 | 27 | #endif // PHYSICS_H 28 | -------------------------------------------------------------------------------- /public/ifilelist.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef IFILELIST_H 9 | #define IFILELIST_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | // This class represents a group of files. Internally, it can represent whole folders of files 16 | // that are in or out of the group. So you can't iterate the list, but you can ask the 17 | // class if a particular filename is in the list. 18 | class IFileList 19 | { 20 | public: 21 | virtual bool IsFileInList( const char *pFilename ) = 0; 22 | virtual void Release() = 0; 23 | }; 24 | 25 | 26 | #endif // IFILELIST_H 27 | 28 | 29 | -------------------------------------------------------------------------------- /game/client/c_soundscape.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef C_SOUNDSCAPE_H 9 | #define C_SOUNDSCAPE_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | class IGameSystem; 16 | struct audioparams_t; 17 | 18 | extern IGameSystem *ClientSoundscapeSystem(); 19 | 20 | // call when audio params may have changed 21 | extern void Soundscape_Update( audioparams_t &audio ); 22 | 23 | // Called on round restart, otherwise the soundscape system thinks all its 24 | // sounds are still playing when they're not. 25 | void Soundscape_OnStopAllSounds(); 26 | 27 | #endif // C_SOUNDSCAPE_H 28 | -------------------------------------------------------------------------------- /game/server/init_factory.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef INIT_FACTORY_H 9 | #define INIT_FACTORY_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #include "interface.h" 16 | 17 | struct factorylist_t 18 | { 19 | CreateInterfaceFn engineFactory; 20 | CreateInterfaceFn physicsFactory; 21 | CreateInterfaceFn fileSystemFactory; 22 | }; 23 | 24 | // Store off the factories 25 | void FactoryList_Store( const factorylist_t &sourceData ); 26 | 27 | // retrieve the stored factories 28 | void FactoryList_Retrieve( factorylist_t &destData ); 29 | 30 | #endif // INIT_FACTORY_H 31 | -------------------------------------------------------------------------------- /game/server/physics_npc_solver.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef PHYSICS_NPC_SOLVER_H 8 | #define PHYSICS_NPC_SOLVER_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | extern CBaseEntity *NPCPhysics_CreateSolver( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject, bool disableCollisions, float separationDuration ); 15 | extern CBaseEntity *EntityPhysics_CreateSolver( CBaseEntity *pMovingEntity, CBaseEntity *pPhysicsBlocker, bool disableCollisions, float separationDuration ); 16 | bool NPCPhysics_SolverExists( CAI_BaseNPC *pNPC, CBaseEntity *pPhysicsObject ); 17 | 18 | 19 | #endif // PHYSICS_NPC_SOLVER_H 20 | -------------------------------------------------------------------------------- /game/shared/solidsetdefaults.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef SOLIDSETDEFAULTS_H 8 | #define SOLIDSETDEFAULTS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | // solid_t parsing 14 | class CSolidSetDefaults : public IVPhysicsKeyHandler 15 | { 16 | public: 17 | virtual void ParseKeyValue( void *pData, const char *pKey, const char *pValue ); 18 | virtual void SetDefaults( void *pData ); 19 | 20 | unsigned int GetContentsMask() { return m_contentsMask; } 21 | 22 | private: 23 | unsigned int m_contentsMask; 24 | }; 25 | 26 | extern CSolidSetDefaults g_SolidSetup; 27 | 28 | #endif // SOLIDSETDEFAULTS_H 29 | -------------------------------------------------------------------------------- /utils/lzma/C/7zBuf.h: -------------------------------------------------------------------------------- 1 | /* 7zBuf.h -- Byte Buffer 2 | 2017-04-03 : Igor Pavlov : Public domain */ 3 | 4 | #ifndef __7Z_BUF_H 5 | #define __7Z_BUF_H 6 | 7 | #include "7zTypes.h" 8 | 9 | EXTERN_C_BEGIN 10 | 11 | typedef struct 12 | { 13 | Byte *data; 14 | size_t size; 15 | } CBuf; 16 | 17 | void Buf_Init(CBuf *p); 18 | int Buf_Create(CBuf *p, size_t size, ISzAllocPtr alloc); 19 | void Buf_Free(CBuf *p, ISzAllocPtr alloc); 20 | 21 | typedef struct 22 | { 23 | Byte *data; 24 | size_t size; 25 | size_t pos; 26 | } CDynBuf; 27 | 28 | void DynBuf_Construct(CDynBuf *p); 29 | void DynBuf_SeekToBeg(CDynBuf *p); 30 | int DynBuf_Write(CDynBuf *p, const Byte *buf, size_t size, ISzAllocPtr alloc); 31 | void DynBuf_Free(CDynBuf *p, ISzAllocPtr alloc); 32 | 33 | EXTERN_C_END 34 | 35 | #endif 36 | -------------------------------------------------------------------------------- /game/server/te_particlesystem.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef TE_PARTICLESYSTEM_H 9 | #define TE_PARTICLESYSTEM_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #include "basetempentity.h" 16 | 17 | 18 | class CTEParticleSystem : public CBaseTempEntity 19 | { 20 | public: 21 | DECLARE_CLASS( CTEParticleSystem, CBaseTempEntity ); 22 | DECLARE_SERVERCLASS(); 23 | 24 | CTEParticleSystem(const char *pName) : BaseClass(pName) 25 | { 26 | m_vecOrigin.GetForModify().Init(); 27 | } 28 | 29 | CNetworkVector( m_vecOrigin ); 30 | }; 31 | 32 | 33 | #endif // TE_PARTICLESYSTEM_H 34 | -------------------------------------------------------------------------------- /public/materialsystem/combineoperations.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef COMBINEOPERATIONS_H 9 | #define COMBINEOPERATIONS_H 10 | #pragma once 11 | 12 | // New combines can be written in the middle (and generally should be written before Error). 13 | // Keep these in sync with cCombineMaterialName in ctexturecompositor.cpp 14 | enum ECombineOperation 15 | { 16 | ECO_Multiply = 0, 17 | ECO_Add, 18 | ECO_Lerp, 19 | 20 | ECO_Select, 21 | 22 | ECO_Legacy_Lerp_FirstPass, 23 | ECO_Legacy_Lerp_SecondPass, 24 | 25 | ECO_Error, 26 | ECO_COUNT 27 | }; 28 | 29 | #endif /* COMBINEOPERATIONS_H */ 30 | -------------------------------------------------------------------------------- /game/client/hl2/c_basehelicopter.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef C_BASEHELICOPTER_H 8 | #define C_BASEHELICOPTER_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "c_ai_basenpc.h" 15 | 16 | 17 | class C_BaseHelicopter : public C_AI_BaseNPC 18 | { 19 | public: 20 | DECLARE_CLASS( C_BaseHelicopter, C_AI_BaseNPC ); 21 | DECLARE_CLIENTCLASS(); 22 | 23 | C_BaseHelicopter(); 24 | 25 | float StartupTime() const { return m_flStartupTime; } 26 | 27 | private: 28 | C_BaseHelicopter( const C_BaseHelicopter &other ) {} 29 | float m_flStartupTime; 30 | }; 31 | 32 | 33 | #endif // C_BASEHELICOPTER_H 34 | -------------------------------------------------------------------------------- /game/server/particle_fire.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef PARTICLE_FIRE_H 10 | #define PARTICLE_FIRE_H 11 | 12 | 13 | #include "baseparticleentity.h" 14 | 15 | 16 | class CParticleFire : public CBaseParticleEntity 17 | { 18 | DECLARE_DATADESC(); 19 | 20 | public: 21 | CParticleFire(); 22 | 23 | DECLARE_CLASS( CParticleFire, CBaseParticleEntity ); 24 | 25 | DECLARE_SERVERCLASS(); 26 | 27 | // The client shoots a ray out and starts creating fire where it hits. 28 | CNetworkVector( m_vOrigin ); 29 | CNetworkVector( m_vDirection ); 30 | }; 31 | 32 | 33 | #endif 34 | 35 | 36 | 37 | -------------------------------------------------------------------------------- /game/shared/weapon_proficiency.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef WEAPON_PROFICIENCY_H 8 | #define WEAPON_PROFICIENCY_H 9 | 10 | #if defined( _WIN32 ) 11 | #pragma once 12 | #endif 13 | 14 | struct WeaponProficiencyInfo_t 15 | { 16 | float spreadscale; 17 | float bias; 18 | }; 19 | 20 | enum WeaponProficiency_t 21 | { 22 | WEAPON_PROFICIENCY_POOR = 0, 23 | WEAPON_PROFICIENCY_AVERAGE, 24 | WEAPON_PROFICIENCY_GOOD, 25 | WEAPON_PROFICIENCY_VERY_GOOD, 26 | WEAPON_PROFICIENCY_PERFECT, 27 | }; 28 | 29 | const char *GetWeaponProficiencyName( WeaponProficiency_t proficiency ); 30 | 31 | 32 | #endif // WEAPON_PROFICIENCY_H 33 | -------------------------------------------------------------------------------- /public/ivtex.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //===========================================================================// 7 | 8 | #ifndef IVTEX_H 9 | #define IVTEX_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include "tier1/interface.h" 16 | #include "appframework/iappsystem.h" 17 | 18 | 19 | class IVTex : public IAppSystem 20 | { 21 | public: 22 | // For use by command-line tools 23 | virtual int VTex( int argc, char **argv ) = 0; 24 | 25 | // For use by engine 26 | virtual int VTex( CreateInterfaceFn filesystemFactory, const char *pGameDir, int argc, char **argv ) = 0; 27 | }; 28 | 29 | #define IVTEX_VERSION_STRING "VTEX_003" 30 | 31 | 32 | #endif // IVTEX_H 33 | -------------------------------------------------------------------------------- /common/userid.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef USERID_H 9 | #define USERID_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #include "strtools.h" 15 | #include "steam/steamclientpublic.h" 16 | #if !defined( INCLUDED_STEAM_STEAMUSERIDTYPES_H ) 17 | #define INCLUDED_STEAM2_USERID_STRUCTS 18 | #include "steamcommon.h" 19 | #endif 20 | 21 | #define IDTYPE_WON 0 22 | #define IDTYPE_STEAM 1 23 | #define IDTYPE_VALVE 2 24 | #define IDTYPE_HLTV 3 25 | #define IDTYPE_REPLAY 4 26 | typedef struct USERID_s 27 | { 28 | int idtype; 29 | CSteamID steamid; 30 | } USERID_t; 31 | 32 | #endif // USERID_H 33 | -------------------------------------------------------------------------------- /game/server/episodic/npc_hunter.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Expose an IsAHunter function 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef NPC_HUNTER_H 8 | #define NPC_HUNTER_H 9 | 10 | #if defined( _WIN32 ) 11 | #pragma once 12 | #endif 13 | 14 | class CBaseEntity; 15 | 16 | /// true if given entity pointer is a hunter. 17 | bool Hunter_IsHunter(CBaseEntity *pEnt); 18 | 19 | // call throughs for member functions 20 | 21 | void Hunter_StriderBusterAttached( CBaseEntity *pHunter, CBaseEntity *pAttached ); 22 | void Hunter_StriderBusterDetached( CBaseEntity *pHunter, CBaseEntity *pAttached ); 23 | void Hunter_StriderBusterLaunched( CBaseEntity *pBuster ); 24 | 25 | #endif 26 | -------------------------------------------------------------------------------- /public/tier0/progressbar.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Provide a shared place for library fucntions to report progress % for display 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef PROGRESSBAR_H 8 | #define PROGRESSBAR_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | PLATFORM_INTERFACE void ReportProgress(char const *job_name, int total_units_to_do, 15 | int n_units_completed); 16 | 17 | typedef void (*ProgressReportHandler_t)( char const*, int, int ); 18 | 19 | // install your own handler. returns previous handler 20 | PLATFORM_INTERFACE ProgressReportHandler_t InstallProgressReportHandler( ProgressReportHandler_t pfn); 21 | 22 | 23 | #endif 24 | -------------------------------------------------------------------------------- /game/client/iconsole.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // 8 | //----------------------------------------------------------------------------- 9 | // $Log: $ 10 | // 11 | // $NoKeywords: $ 12 | //=============================================================================// 13 | #if !defined( ICONSOLE_H ) 14 | #define ICONSOLE_H 15 | #ifdef _WIN32 16 | #pragma once 17 | #endif 18 | 19 | #include 20 | 21 | namespace vgui 22 | { 23 | class Panel; 24 | } 25 | 26 | abstract_class IConsole 27 | { 28 | public: 29 | virtual void Create( vgui::VPANEL parent ) = 0; 30 | virtual void Destroy( void ) = 0; 31 | }; 32 | 33 | extern IConsole *console; 34 | 35 | #endif // ICONSOLE_H -------------------------------------------------------------------------------- /common/replay/ireplaycamera.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //---------------------------------------------------------------------------------------- 4 | 5 | #ifndef IREPLAYCAMERA_H 6 | #define IREPLAYCAMERA_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | //---------------------------------------------------------------------------------------- 12 | 13 | #include "interface.h" 14 | 15 | //---------------------------------------------------------------------------------------- 16 | 17 | abstract_class IReplayCamera : public IBaseInterface 18 | { 19 | public: 20 | virtual void ClearOverrideView() = 0; 21 | }; 22 | 23 | //---------------------------------------------------------------------------------------- 24 | 25 | #endif // IREPLAYCAMERA_H 26 | -------------------------------------------------------------------------------- /game/client/c_func_reflective_glass.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //===========================================================================// 7 | 8 | #ifndef C_FUNC_REFLECTIVE_GLASS 9 | #define C_FUNC_REFLECTIVE_GLASS 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | struct cplane_t; 16 | class CViewSetup; 17 | 18 | 19 | //----------------------------------------------------------------------------- 20 | // Do we have reflective glass in view? If so, what's the reflection plane? 21 | //----------------------------------------------------------------------------- 22 | bool IsReflectiveGlassInView( const CViewSetup& view, cplane_t &plane ); 23 | 24 | 25 | #endif // C_FUNC_REFLECTIVE_GLASS 26 | 27 | 28 | -------------------------------------------------------------------------------- /game/client/iprofiling.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // 8 | //----------------------------------------------------------------------------- 9 | // $Log: $ 10 | // 11 | // $NoKeywords: $ 12 | //=============================================================================// 13 | #if !defined( IPROFILING_H ) 14 | #define IPROFILING_H 15 | #ifdef _WIN32 16 | #pragma once 17 | #endif 18 | 19 | #include 20 | 21 | namespace vgui 22 | { 23 | class Panel; 24 | } 25 | 26 | abstract_class IProfiling 27 | { 28 | public: 29 | virtual void Create( vgui::VPANEL parent ) = 0; 30 | virtual void Destroy( void ) = 0; 31 | }; 32 | 33 | extern IProfiling *profiling; 34 | 35 | #endif // IPROFILING_H -------------------------------------------------------------------------------- /game/client/replay/replayperformanceplaybackhandler.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #ifndef REPLAYPERFORMANCEPLAYER_H 6 | #define REPLAYPERFORMANCEPLAYER_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | //----------------------------------------------------------------------------- 12 | 13 | #include "replay/ireplayperformanceplaybackhandler.h" 14 | 15 | //----------------------------------------------------------------------------- 16 | 17 | extern IReplayPerformancePlaybackHandler *g_pReplayPerformancePlaybackHandler; 18 | 19 | //----------------------------------------------------------------------------- 20 | 21 | #endif // REPLAYPERFORMANCEPLAYER_H 22 | -------------------------------------------------------------------------------- /public/vgui/IVguiMatInfoVar.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef IVGUIMATINFOVAR_H 9 | #define IVGUIMATINFOVAR_H 10 | 11 | 12 | // wrapper for IMaterialVar 13 | class IVguiMatInfoVar 14 | { 15 | public: 16 | // Add a virtual destructor to silence the clang warning. 17 | // This is harmless but not important since the only derived class 18 | // doesn't have a destructor. 19 | virtual ~IVguiMatInfoVar() {} 20 | 21 | virtual int GetIntValue ( void ) const = 0; 22 | virtual void SetIntValue ( int val ) = 0; 23 | 24 | // todo: if you need to add more IMaterialVar functions add them here 25 | }; 26 | 27 | #endif //IVGUIMATINFOVAR_H 28 | -------------------------------------------------------------------------------- /game/client/vgui_int.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #if !defined( VGUI_INT_H ) 8 | #define VGUI_INT_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "interface.h" 14 | 15 | #include 16 | 17 | namespace vgui 18 | { 19 | class Panel; 20 | } 21 | 22 | bool VGui_Startup( CreateInterfaceFn appSystemFactory ); 23 | void VGui_Shutdown( void ); 24 | void VGui_CreateGlobalPanels( void ); 25 | vgui::VPANEL VGui_GetClientDLLRootPanel( void ); 26 | void VGUI_CreateClientDLLRootPanel( void ); 27 | void VGUI_DestroyClientDLLRootPanel( void ); 28 | void VGui_PreRender(); 29 | void VGui_PostRender(); 30 | 31 | #endif // VGUI_INT_H -------------------------------------------------------------------------------- /public/bone_accessor.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #include "cbase.h" 8 | #include "bone_accessor.h" 9 | 10 | 11 | #if defined( CLIENT_DLL ) && defined( _DEBUG ) 12 | 13 | void CBoneAccessor::SanityCheckBone( int iBone, bool bReadable ) const 14 | { 15 | if ( m_pAnimating ) 16 | { 17 | CStudioHdr *pHdr = m_pAnimating->GetModelPtr(); 18 | if ( pHdr ) 19 | { 20 | mstudiobone_t *pBone = pHdr->pBone( iBone ); 21 | if ( bReadable ) 22 | { 23 | AssertOnce( pBone->flags & m_ReadableBones ); 24 | } 25 | else 26 | { 27 | AssertOnce( pBone->flags & m_WritableBones ); 28 | } 29 | } 30 | } 31 | } 32 | 33 | #endif 34 | 35 | -------------------------------------------------------------------------------- /public/phonemeconverter.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //===========================================================================// 7 | 8 | #ifndef PHONEMECONVERTER_H 9 | #define PHONEMECONVERTER_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | const char *ConvertPhoneme( int code ); 15 | int TextToPhoneme( const char *text ); 16 | float WeightForPhonemeCode( int code ); 17 | float WeightForPhoneme( char *text ); 18 | 19 | int NumPhonemes(); 20 | int TextToPhonemeIndex( const char *text ); 21 | const char *NameForPhonemeByIndex( int index ); 22 | int CodeForPhonemeByIndex( int index ); 23 | const char *DescForPhonemeByIndex( int index ); 24 | bool IsStandardPhoneme( int index ); 25 | 26 | #endif // PHONEMECONVERTER_H 27 | -------------------------------------------------------------------------------- /public/vallocator.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #if !defined(_STATIC_LINKED) || defined(_SHARED_LIB) 10 | 11 | #include 12 | #include "vallocator.h" 13 | #include "basetypes.h" 14 | 15 | // memdbgon must be the last include file in a .cpp file!!! 16 | #include "tier0/memdbgon.h" 17 | 18 | VStdAllocator g_StdAllocator; 19 | 20 | void* VStdAllocator::Alloc(unsigned long size) 21 | { 22 | if(size) 23 | { 24 | void *ret = malloc(size); 25 | return ret; 26 | } 27 | else 28 | return 0; 29 | } 30 | 31 | void VStdAllocator::Free(void *ptr) 32 | { 33 | free(ptr); 34 | } 35 | 36 | #endif // !_STATIC_LINKED || _SHARED_LIB 37 | -------------------------------------------------------------------------------- /utils/common/physdll.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #include 9 | #include "physdll.h" 10 | #include "filesystem_tools.h" 11 | 12 | static CSysModule *pPhysicsModule = NULL; 13 | CreateInterfaceFn GetPhysicsFactory( void ) 14 | { 15 | if ( !pPhysicsModule ) 16 | { 17 | pPhysicsModule = g_pFullFileSystem->LoadModule( "VPHYSICS.DLL" ); 18 | if ( !pPhysicsModule ) 19 | return NULL; 20 | } 21 | 22 | return Sys_GetFactory( pPhysicsModule ); 23 | } 24 | 25 | void PhysicsDLLPath( const char *pPathname ) 26 | { 27 | if ( !pPhysicsModule ) 28 | { 29 | pPhysicsModule = g_pFullFileSystem->LoadModule( pPathname ); 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /engine/quakedef.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //===========================================================================// 7 | // Primary header for engine 8 | #if !defined( QUAKEDEF_H ) 9 | #define QUAKEDEF_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | // OPTIONAL DEFINES 15 | //#define PARANOID // speed sapping error checking 16 | #include "basetypes.h" 17 | #include "qlimits.h" 18 | 19 | //=========================================== 20 | // FIXME, remove more of these? 21 | #include "sysexternal.h" 22 | #include "tier1/tier1.h" 23 | #include "mathlib/mathlib.h" 24 | #include "common.h" 25 | #include "cmd.h" 26 | #include "protocol.h" 27 | #include "render.h" 28 | #include "gl_model.h" 29 | 30 | 31 | #endif // QUAKEDEF_H -------------------------------------------------------------------------------- /game/server/actanimating.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef ACTANIMATING_H 9 | #define ACTANIMATING_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #include "baseanimating.h" 16 | 17 | class CActAnimating : public CBaseAnimating 18 | { 19 | public: 20 | DECLARE_CLASS( CActAnimating, CBaseAnimating ); 21 | 22 | void SetActivity( Activity act ); 23 | inline Activity GetActivity( void ) { return m_Activity; } 24 | 25 | virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } 26 | 27 | DECLARE_DATADESC(); 28 | 29 | private: 30 | Activity m_Activity; 31 | }; 32 | 33 | 34 | 35 | #endif // ACTANIMATING_H 36 | -------------------------------------------------------------------------------- /game/server/client.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #ifndef CLIENT_H 9 | #define CLIENT_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | 16 | class CCommand; 17 | class CUserCmd; 18 | class CBasePlayer; 19 | 20 | 21 | void ClientActive( edict_t *pEdict, bool bLoadGame ); 22 | void ClientPutInServer( edict_t *pEdict, const char *playername ); 23 | void ClientCommand( CBasePlayer *pSender, const CCommand &args ); 24 | void ClientPrecache( void ); 25 | // Game specific precaches 26 | void ClientGamePrecache( void ); 27 | const char *GetGameDescription( void ); 28 | void Host_Say( edict_t *pEdict, bool teamonly ); 29 | 30 | 31 | 32 | #endif // CLIENT_H 33 | -------------------------------------------------------------------------------- /game/client/c_tesla.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef C_TESLA_H 8 | #define C_TESLA_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "c_baseentity.h" 15 | #include "fx.h" 16 | #include "utllinkedlist.h" 17 | 18 | 19 | class C_Tesla : public C_BaseEntity 20 | { 21 | public: 22 | 23 | DECLARE_CLASS( C_Tesla, C_BaseEntity ); 24 | DECLARE_CLIENTCLASS(); 25 | 26 | C_Tesla(); 27 | 28 | virtual void ReceiveMessage( int classID, bf_read &msg ); 29 | virtual void ClientThink(); 30 | 31 | 32 | public: 33 | 34 | CUtlLinkedList m_QueuedCommands; 35 | char m_SoundName[64]; 36 | char m_iszSpriteName[256]; 37 | }; 38 | 39 | 40 | #endif // C_TESLA_H 41 | -------------------------------------------------------------------------------- /common/replay/replayhandle.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #ifndef REPLAYHANDLE_H 6 | #define REPLAYHANDLE_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | //---------------------------------------------------------------------------------------- 12 | 13 | #include "platform.h" 14 | 15 | //---------------------------------------------------------------------------------------- 16 | 17 | typedef uint32 ReplayHandle_t; 18 | 19 | //---------------------------------------------------------------------------------------- 20 | 21 | #define REPLAY_HANDLE_INVALID ( (ReplayHandle_t)-1 ) 22 | 23 | //---------------------------------------------------------------------------------------- 24 | 25 | #endif // REPLAYHANDLE_H -------------------------------------------------------------------------------- /game/client/idebugoverlaypanel.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // 8 | //----------------------------------------------------------------------------- 9 | // $Log: $ 10 | // 11 | // $NoKeywords: $ 12 | //=============================================================================// 13 | #if !defined( IDEBUGOVERLAYPANEL_H ) 14 | #define IDEBUGOVERLAYPANEL_H 15 | #ifdef _WIN32 16 | #pragma once 17 | #endif 18 | 19 | #include 20 | 21 | namespace vgui 22 | { 23 | class Panel; 24 | } 25 | 26 | abstract_class IDebugOverlayPanel 27 | { 28 | public: 29 | virtual void Create( vgui::VPANEL parent ) = 0; 30 | virtual void Destroy( void ) = 0; 31 | }; 32 | 33 | extern IDebugOverlayPanel *debugoverlaypanel; 34 | 35 | #endif // IDEBUGOVERLAYPANEL_H -------------------------------------------------------------------------------- /public/tier1/checksum_crc.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Generic CRC functions 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | #ifndef CHECKSUM_CRC_H 8 | #define CHECKSUM_CRC_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | typedef unsigned int CRC32_t; 14 | 15 | void CRC32_Init( CRC32_t *pulCRC ); 16 | void CRC32_ProcessBuffer( CRC32_t *pulCRC, const void *p, int len ); 17 | void CRC32_Final( CRC32_t *pulCRC ); 18 | CRC32_t CRC32_GetTableEntry( unsigned int slot ); 19 | 20 | inline CRC32_t CRC32_ProcessSingleBuffer( const void *p, int len ) 21 | { 22 | CRC32_t crc; 23 | 24 | CRC32_Init( &crc ); 25 | CRC32_ProcessBuffer( &crc, p, len ); 26 | CRC32_Final( &crc ); 27 | 28 | return crc; 29 | } 30 | 31 | #endif // CHECKSUM_CRC_H 32 | -------------------------------------------------------------------------------- /public/winlite.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef WINLITE_H 10 | #define WINLITE_H 11 | #pragma once 12 | 13 | #ifdef _WIN32 14 | // 15 | // Prevent tons of unused windows definitions 16 | // 17 | #ifndef WIN32_LEAN_AND_MEAN 18 | #define WIN32_LEAN_AND_MEAN 19 | #endif 20 | #define NOWINRES 21 | #define NOSERVICE 22 | #define NOMCX 23 | #define NOIME 24 | #if !defined( _X360 ) 25 | #pragma warning(push, 1) 26 | #pragma warning(disable: 4005) 27 | #include 28 | #pragma warning(pop) 29 | #endif 30 | #undef PostMessage 31 | 32 | #pragma warning( disable: 4800 ) // forcing value to bool 'true' or 'false' (performance warning) 33 | 34 | #endif // WIN32 35 | #endif // WINLITE_H 36 | -------------------------------------------------------------------------------- /tier1/rangecheckedvar.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #include "rangecheckedvar.h" 8 | 9 | // memdbgon must be the last include file in a .cpp file!!! 10 | #include "tier0/memdbgon.h" 11 | 12 | bool g_bDoRangeChecks = true; 13 | 14 | 15 | static int g_nDisables = 0; 16 | 17 | 18 | CDisableRangeChecks::CDisableRangeChecks() 19 | { 20 | if ( !ThreadInMainThread() ) 21 | return; 22 | g_nDisables++; 23 | g_bDoRangeChecks = false; 24 | } 25 | 26 | 27 | CDisableRangeChecks::~CDisableRangeChecks() 28 | { 29 | if ( !ThreadInMainThread() ) 30 | return; 31 | Assert( g_nDisables > 0 ); 32 | --g_nDisables; 33 | if ( g_nDisables == 0 ) 34 | { 35 | g_bDoRangeChecks = true; 36 | } 37 | } 38 | 39 | 40 | 41 | 42 | -------------------------------------------------------------------------------- /utils/lzma/C/7zVersion.h: -------------------------------------------------------------------------------- 1 | #define MY_VER_MAJOR 19 2 | #define MY_VER_MINOR 00 3 | #define MY_VER_BUILD 0 4 | #define MY_VERSION_NUMBERS "19.00" 5 | #define MY_VERSION MY_VERSION_NUMBERS 6 | 7 | #ifdef MY_CPU_NAME 8 | #define MY_VERSION_CPU MY_VERSION " (" MY_CPU_NAME ")" 9 | #else 10 | #define MY_VERSION_CPU MY_VERSION 11 | #endif 12 | 13 | #define MY_DATE "2019-02-21" 14 | #undef MY_COPYRIGHT 15 | #undef MY_VERSION_COPYRIGHT_DATE 16 | #define MY_AUTHOR_NAME "Igor Pavlov" 17 | #define MY_COPYRIGHT_PD "Igor Pavlov : Public domain" 18 | #define MY_COPYRIGHT_CR "Copyright (c) 1999-2018 Igor Pavlov" 19 | 20 | #ifdef USE_COPYRIGHT_CR 21 | #define MY_COPYRIGHT MY_COPYRIGHT_CR 22 | #else 23 | #define MY_COPYRIGHT MY_COPYRIGHT_PD 24 | #endif 25 | 26 | #define MY_COPYRIGHT_DATE MY_COPYRIGHT " : " MY_DATE 27 | #define MY_VERSION_COPYRIGHT_DATE MY_VERSION_CPU " : " MY_COPYRIGHT " : " MY_DATE 28 | -------------------------------------------------------------------------------- /common/replay/iserverengine.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #ifndef ISERVERENGINE_H 6 | #define ISERVERENGINE_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | //---------------------------------------------------------------------------------------- 12 | 13 | #include "interface.h" 14 | 15 | //---------------------------------------------------------------------------------------- 16 | 17 | class IReplayServerEngine : public IBaseInterface 18 | { 19 | public: 20 | virtual void EndReplayRecordingSession() = 0; 21 | virtual bool IsReplayRecording() = 0; 22 | virtual bool IsReplay() = 0; 23 | }; 24 | 25 | //---------------------------------------------------------------------------------------- 26 | 27 | #endif // ISERVERENGINE_H -------------------------------------------------------------------------------- /game/client/iloadingdisc.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // $NoKeywords: $ 8 | //=============================================================================// 9 | 10 | #ifndef ILOADINGDISC_H 11 | #define ILOADINGDISC_H 12 | #ifdef _WIN32 13 | #pragma once 14 | #endif 15 | 16 | #include 17 | 18 | namespace vgui 19 | { 20 | class Panel; 21 | } 22 | 23 | abstract_class ILoadingDisc 24 | { 25 | public: 26 | virtual void Create( vgui::VPANEL parent ) = 0; 27 | virtual void Destroy( void ) = 0; 28 | 29 | // loading disc 30 | virtual void SetLoadingVisible( bool bVisible ) = 0; 31 | 32 | // paused disc 33 | virtual void SetPausedVisible( bool bVisible ) = 0; 34 | }; 35 | 36 | extern ILoadingDisc *loadingdisc; 37 | 38 | #endif // ILOADINGDISC_H -------------------------------------------------------------------------------- /game/server/hl2/weapon_citizenpackage.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | #ifndef WEAPON_CITIZENPACKAGE_H 7 | #define WEAPON_CITIZENPACKAGE_H 8 | #ifdef _WIN32 9 | #pragma once 10 | #endif 11 | 12 | #include "basehlcombatweapon.h" 13 | 14 | //============================================================================= 15 | // 16 | // Weapon - Citizen Package Class 17 | // 18 | class CWeaponCitizenPackage : public CBaseHLCombatWeapon 19 | { 20 | DECLARE_CLASS( CWeaponCitizenPackage, CBaseHLCombatWeapon ); 21 | public: 22 | 23 | DECLARE_SERVERCLASS(); 24 | DECLARE_DATADESC(); 25 | DECLARE_ACTTABLE(); 26 | 27 | void ItemPostFrame( void ); 28 | void Drop( const Vector &vecVelocity ); 29 | }; 30 | 31 | #endif // WEAPON_CITIZENPACKAGE_H -------------------------------------------------------------------------------- /common/replay/irecordingsession.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #ifndef IRECORDINGSESSION_H 6 | #define IRECORDINGSESSION_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | //---------------------------------------------------------------------------------------- 12 | 13 | #include "interface.h" 14 | 15 | //---------------------------------------------------------------------------------------- 16 | 17 | class CBaseRecordingSessionBlock; 18 | 19 | class IRecordingSession : public IBaseInterface 20 | { 21 | public: 22 | virtual void AddBlock( CBaseRecordingSessionBlock *pBlock ) = 0; 23 | }; 24 | 25 | //---------------------------------------------------------------------------------------- 26 | 27 | #endif // IRECORDINGSESSION_H 28 | -------------------------------------------------------------------------------- /game/server/episodic/weapon_striderbuster.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Helper functions for the striderbuster weapon. 4 | // 5 | //============================================================================= 6 | 7 | #ifndef WEAPON_STRIDERBUSTER_H 8 | #define WEAPON_STRIDERBUSTER_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | bool StriderBuster_IsAttachedStriderBuster( CBaseEntity *pEntity, CBaseEntity *pAttachedTo = NULL ); 14 | void StriderBuster_OnAddToCargoHold( CBaseEntity *pEntity ); 15 | bool StriderBuster_OnFlechetteAttach( CBaseEntity *pEntity, Vector &vecForceDir ); 16 | int StriderBuster_NumFlechettesAttached( CBaseEntity *pEntity ); 17 | float StriderBuster_GetPickupTime( CBaseEntity *pEntity ); 18 | bool StriderBuster_WasKnockedOffStrider( CBaseEntity *pEntity ); 19 | 20 | #endif // WEAPON_STRIDERBUSTER_H 21 | -------------------------------------------------------------------------------- /game/server/sent_point.h: -------------------------------------------------------------------------------- 1 | #include "baseentity.h" 2 | 3 | class CSENT_point : public CBaseEntity 4 | { 5 | public: 6 | DECLARE_CLASS( CSENT_point, CBaseEntity ); 7 | 8 | DECLARE_SERVERCLASS(); 9 | DECLARE_DATADESC(); 10 | 11 | virtual int UpdateTransmitState( void ); 12 | virtual void Spawn( void ); 13 | virtual void Precache(); 14 | virtual bool KeyValue( const char *szKeyName, const char *szValue ); 15 | virtual int ObjectCaps(void); 16 | virtual bool AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID ); 17 | virtual void OnRestore(); 18 | virtual void UpdateOnRemove( void ); 19 | virtual bool UsesLua(); 20 | virtual int GetLuaEntityType(); 21 | virtual const char *GetLuaScriptName(); 22 | virtual void InitializeScriptedEntity( const char * ); 23 | 24 | virtual void ScriptThink(); 25 | virtual void ClientThink(); 26 | }; -------------------------------------------------------------------------------- /public/GarrysMod/GameDepot.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | #include 6 | 7 | namespace IGameDepotSystem 8 | { 9 | 10 | struct Information 11 | { 12 | uint32_t placeholder1; 13 | uint32_t depot; 14 | std::string title; 15 | std::string folder; 16 | bool mounted; 17 | bool placeholder6; 18 | bool owned; 19 | bool installed; 20 | }; 21 | 22 | } 23 | 24 | namespace GameDepot 25 | { 26 | 27 | class System 28 | { 29 | public: 30 | virtual void Refresh( ) = 0; 31 | virtual void Clear( ) = 0; 32 | virtual void Save( ) = 0; 33 | virtual void SetMount( uint32_t, bool ) = 0; 34 | virtual void MarkGameAsMounted( const std::string ) = 0; 35 | virtual const std::list &GetList( ) const = 0; 36 | virtual void MountAsMapFix( uint32_t ) = 0; 37 | virtual void MountCurrentGame( const std::string & ) = 0; 38 | }; 39 | 40 | } 41 | -------------------------------------------------------------------------------- /utils/common/pacifier.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef PACIFIER_H 9 | #define PACIFIER_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | // Use these to display a pacifier like: 16 | // ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9... (0) 17 | void StartPacifier( char const *pPrefix ); // Prints the prefix and resets the pacifier 18 | void UpdatePacifier( float flPercent ); // percent value between 0 and 1. 19 | void EndPacifier( bool bCarriageReturn = true ); // Completes pacifier as if 100% was done 20 | void SuppressPacifier( bool bSuppress = true ); // Suppresses pacifier updates if another thread might still be firing them 21 | 22 | 23 | #endif // PACIFIER_H 24 | -------------------------------------------------------------------------------- /game/server/ai_navgoaltype.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef AI_NAVGOALTYPE_H 9 | #define AI_NAVGOALTYPE_H 10 | 11 | #if defined( _WIN32 ) 12 | #pragma once 13 | #endif 14 | 15 | // ======================================= 16 | // Movement goals 17 | // Used both to store the current 18 | // movment goal in m_routeGoalType 19 | // and to or/and with route 20 | // ======================================= 21 | enum GoalType_t 22 | { 23 | GOALTYPE_NONE, 24 | GOALTYPE_TARGETENT, 25 | GOALTYPE_ENEMY, 26 | GOALTYPE_PATHCORNER, 27 | GOALTYPE_LOCATION, 28 | GOALTYPE_LOCATION_NEAREST_NODE, 29 | GOALTYPE_FLANK, 30 | GOALTYPE_COVER, 31 | 32 | GOALTYPE_INVALID 33 | }; 34 | 35 | #endif // AI_NAVGOALTYPE_H 36 | -------------------------------------------------------------------------------- /game/server/episodic/ep1_gamestats.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef EP1_GAMESTATS_H 8 | #define EP1_GAMESTATS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "gamestats.h" 14 | 15 | class CEP1GameStats : public CBaseGameStats 16 | { 17 | typedef CBaseGameStats BaseClass; 18 | 19 | public: 20 | CEP1GameStats( void ); 21 | 22 | virtual CBaseGameStats *OnInit( CBaseGameStats *pCurrentGameStats, char const *gamedir ); 23 | 24 | virtual bool StatTrackingEnabledForMod( void ) { return true; } 25 | virtual bool UserPlayedAllTheMaps( void ); 26 | 27 | virtual const char *GetStatSaveFileName( void ); 28 | virtual const char *GetStatUploadRegistryKeyName( void ); 29 | }; 30 | 31 | #endif // EP1_GAMESTATS_H 32 | -------------------------------------------------------------------------------- /game/client/ivmodemanager.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // 8 | //----------------------------------------------------------------------------- 9 | // $Log: $ 10 | // 11 | // $NoKeywords: $ 12 | //=============================================================================// 13 | #if !defined( IVMODEMANAGER_H ) 14 | #define IVMODEMANAGER_H 15 | #ifdef _WIN32 16 | #pragma once 17 | #endif 18 | 19 | abstract_class IVModeManager 20 | { 21 | public: 22 | virtual void Init( void ) = 0; 23 | // HL2 will ignore, TF2 will change modes. 24 | virtual void SwitchMode( bool commander, bool force ) = 0; 25 | virtual void LevelInit( const char *newmap ) = 0; 26 | virtual void LevelShutdown( void ) = 0; 27 | }; 28 | 29 | extern IVModeManager *modemanager; 30 | 31 | #endif // IVMODEMANAGER_H -------------------------------------------------------------------------------- /game/client/c_breakableprop.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef C_BREAKABLEPROP_H 8 | #define C_BREAKABLEPROP_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | //----------------------------------------------------------------------------- 14 | // Purpose: 15 | //----------------------------------------------------------------------------- 16 | class C_BreakableProp : public C_BaseAnimating 17 | { 18 | typedef C_BaseAnimating BaseClass; 19 | public: 20 | DECLARE_CLIENTCLASS(); 21 | 22 | C_BreakableProp(); 23 | 24 | virtual void SetFadeMinMax( float fademin, float fademax ); 25 | 26 | // Copy fade from another breakable prop 27 | void CopyFadeFrom( C_BreakableProp *pSource ); 28 | }; 29 | 30 | #endif // C_BREAKABLEPROP_H 31 | -------------------------------------------------------------------------------- /game/client/c_env_fog_controller.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef C_ENV_FOG_CONTROLLER_H 9 | #define C_ENV_FOG_CONTROLLER_H 10 | 11 | #define CFogController C_FogController 12 | 13 | //============================================================================= 14 | // 15 | // Class Fog Controller: 16 | // Compares a set of integer inputs to the one main input 17 | // Outputs true if they are all equivalant, false otherwise 18 | // 19 | class C_FogController : public C_BaseEntity 20 | { 21 | public: 22 | DECLARE_NETWORKCLASS(); 23 | DECLARE_CLASS( C_FogController, C_BaseEntity ); 24 | 25 | C_FogController(); 26 | 27 | public: 28 | 29 | fogparams_t m_fog; 30 | }; 31 | 32 | 33 | #endif // C_ENV_FOG_CONTROLLER_H -------------------------------------------------------------------------------- /game/client/cdll_bounded_cvars.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Provides access to cvars that are bounded in the client DLL. 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef CDLL_BOUNDED_CVARS_H 9 | #define CDLL_BOUNDED_CVARS_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | #include "convar_serverbounded.h" 16 | 17 | 18 | extern ConVar_ServerBounded *cl_predict; 19 | extern ConVar_ServerBounded *cl_interp; 20 | 21 | // Returns cl_interp_ratio / cl_updaterate. 22 | float GetClientInterpAmount(); 23 | 24 | 25 | #if !defined( NO_ENTITY_PREDICTION ) 26 | extern bool g_bForceCLPredictOff; // If this is set to true, then prediction is forced off. Used temporarily for kill cam. 27 | #endif 28 | 29 | 30 | 31 | #endif // CDLL_BOUNDED_CVARS_H 32 | 33 | -------------------------------------------------------------------------------- /game/client/iclassmap.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef ICLASSMAP_H 9 | #define ICLASSMAP_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | class C_BaseEntity; 15 | typedef C_BaseEntity* (*DISPATCHFUNCTION)( void ); 16 | 17 | abstract_class IClassMap 18 | { 19 | public: 20 | virtual ~IClassMap() {} 21 | 22 | virtual void Add( const char *mapname, const char *classname, int size, DISPATCHFUNCTION factory = 0 ) = 0; 23 | virtual char const *Lookup( const char *classname ) = 0; 24 | virtual C_BaseEntity *CreateEntity( const char *mapname ) = 0; 25 | virtual int GetClassSize( const char *classname ) = 0; 26 | }; 27 | 28 | extern IClassMap& GetClassMap(); 29 | 30 | 31 | #endif // ICLASSMAP_H 32 | -------------------------------------------------------------------------------- /game/client/sdk/vgui/sdkviewport.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef SDKVIEWPORT_H 9 | #define SDKVIEWPORT_H 10 | 11 | 12 | #include "sdk_shareddefs.h" 13 | #include "baseviewport.h" 14 | 15 | 16 | using namespace vgui; 17 | 18 | namespace vgui 19 | { 20 | class Panel; 21 | } 22 | 23 | class SDKViewport : public CBaseViewport 24 | { 25 | 26 | private: 27 | DECLARE_CLASS_SIMPLE( SDKViewport, CBaseViewport ); 28 | 29 | public: 30 | 31 | IViewPortPanel* CreatePanelByName(const char *szPanelName); 32 | void CreateDefaultPanels( void ); 33 | 34 | virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); 35 | 36 | int GetDeathMessageStartHeight( void ); 37 | }; 38 | 39 | 40 | #endif // SDKViewport_H 41 | -------------------------------------------------------------------------------- /game/shared/hl2mp/hl2mp_weapon_parse.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef HL2MP_WEAPON_PARSE_H 8 | #define HL2MP_WEAPON_PARSE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "weapon_parse.h" 15 | #include "networkvar.h" 16 | 17 | 18 | //-------------------------------------------------------------------------------------------------------- 19 | class CHL2MPSWeaponInfo : public FileWeaponInfo_t 20 | { 21 | public: 22 | DECLARE_CLASS_GAMEROOT( CHL2MPSWeaponInfo, FileWeaponInfo_t ); 23 | 24 | CHL2MPSWeaponInfo(); 25 | 26 | virtual void Parse( ::KeyValues *pKeyValuesData, const char *szWeaponName ); 27 | 28 | 29 | public: 30 | 31 | int m_iPlayerDamage; 32 | }; 33 | 34 | 35 | #endif // HL2MP_WEAPON_PARSE_H 36 | -------------------------------------------------------------------------------- /game/shared/sceneimage.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef SCENEIMAGE_H 9 | #define SCENEIMAGE_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | class ISceneTokenProcessor; 15 | 16 | class ISceneCompileStatus 17 | { 18 | public: 19 | virtual void UpdateStatus( char const *pchSceneName, bool bQuiet, int nIndex, int nCount ) = 0; 20 | }; 21 | 22 | class CUtlBuffer; 23 | 24 | class ISceneImage 25 | { 26 | public: 27 | virtual bool CreateSceneImageFile( CUtlBuffer &targetBuffer, char const *pchModPath, bool bLittleEndian, bool bQuiet, ISceneCompileStatus *Status ) = 0; 28 | }; 29 | 30 | extern ISceneImage *g_pSceneImage; 31 | extern ISceneTokenProcessor *tokenprocessor; 32 | 33 | #endif // SCENEIMAGE_H 34 | -------------------------------------------------------------------------------- /game/server/ai_obstacle_type.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef AI_OBSTACLE_TYPE_H 8 | #define AI_OBSTACLE_TYPE_H 9 | 10 | #if defined( _WIN32 ) 11 | #pragma once 12 | #endif 13 | 14 | //------------------------------------- 15 | // AI_MoveSuggType_t 16 | // 17 | // Purpose: Specifies the type of suggestion. Different types have different weights 18 | //------------------------------------- 19 | enum AI_MoveSuggType_t 20 | { 21 | // Positive suggestions 22 | AIMST_MOVE, 23 | 24 | // Negative suggestions 25 | AIMST_AVOID_DANGER, 26 | AIMST_AVOID_OBJECT, 27 | AIMST_AVOID_NPC, 28 | AIMST_AVOID_WORLD, 29 | 30 | AIMST_NO_KNOWLEDGE, 31 | AIMST_OSCILLATION_DETERRANCE, 32 | 33 | AIMS_INVALID 34 | }; 35 | 36 | #endif // AI_OBSTACLE_TYPE_H 37 | -------------------------------------------------------------------------------- /game/shared/hl2/hl2_vehicle_radar.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #ifndef HL2_VEHICLE_RADAR_H 9 | #define HL2_VEHICLE_RADAR_H 10 | 11 | #define RADAR_MAX_CONTACTS 24 12 | #define RADAR_CONTACT_TYPE_BITS 3 // Max 8 types of contacts (for networking) 13 | #define RADAR_UPDATE_FREQUENCY 1.5f 14 | #define RADAR_UPDATE_FREQUENCY_FAST 0.5f 15 | 16 | enum // If we have more than 16 types of contacts, RADAR_CONTACT_TYPE_BITS 17 | { 18 | RADAR_CONTACT_NONE = -1, 19 | RADAR_CONTACT_GENERIC = 0, 20 | RADAR_CONTACT_MAGNUSSEN_RDU, 21 | RADAR_CONTACT_DOG, 22 | RADAR_CONTACT_ALLY_INSTALLATION, 23 | RADAR_CONTACT_ENEMY, // 'regular' sized enemy (Hunter) 24 | RADAR_CONTACT_LARGE_ENEMY, // Large enemy (Strider) 25 | }; 26 | 27 | #endif -------------------------------------------------------------------------------- /public/materialsystem/imaterialproxy.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef IMATERIALPROXY_H 9 | #define IMATERIALPROXY_H 10 | #pragma once 11 | 12 | #include "interface.h" 13 | 14 | #define IMATERIAL_PROXY_INTERFACE_VERSION "_IMaterialProxy003" 15 | 16 | class IMaterial; 17 | class KeyValues; 18 | 19 | abstract_class IMaterialProxy 20 | { 21 | public: 22 | virtual bool Init( IMaterial* pMaterial, KeyValues *pKeyValues ) = 0; 23 | virtual void OnBind( void * ) = 0; 24 | virtual void Release() = 0; 25 | virtual IMaterial * GetMaterial() = 0; 26 | virtual bool GMOD_CanBeQueued() = 0; 27 | 28 | protected: 29 | // no one should call this directly 30 | virtual ~IMaterialProxy() {} 31 | }; 32 | 33 | #endif // IMATERIALPROXY_H 34 | -------------------------------------------------------------------------------- /game/client/cl_mat_stub.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef MAT_STUB_H 9 | #define MAT_STUB_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | class IMaterialSystem; 16 | 17 | 18 | // To stub out the material system in a block of code (if mat_stub is 1), 19 | // make an instance of this class. You can unstub it by calling End() or 20 | // it will automatically unstub in its destructor. 21 | class CMatStubHandler 22 | { 23 | public: 24 | CMatStubHandler(); 25 | ~CMatStubHandler(); 26 | 27 | void End(); 28 | 29 | public: 30 | 31 | IMaterialSystem *m_pOldMaterialSystem; 32 | }; 33 | 34 | 35 | // Returns true if mat_stub is 1. 36 | bool IsMatStubEnabled(); 37 | 38 | 39 | #endif // MAT_STUB_H 40 | -------------------------------------------------------------------------------- /game/client/replay/replayyoutubeapi.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef REPLAYYOUTUBEAPI_H 9 | #define REPLAYYOUTUBEAPI_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | class IReplayMovie; 15 | namespace vgui { class Panel; }; 16 | 17 | /** 18 | * Show the YouTube login dialog and attempt to upload the movie if login was successful 19 | * @param pMovie 20 | * @param pParent 21 | */ 22 | void YouTube_ShowLoginDialog( IReplayMovie *pMovie, vgui::Panel *pParent ); 23 | 24 | /** 25 | * 26 | * Show the YouTube upload dialog and upload the movie 27 | * @param pMovie 28 | * @param pParent 29 | */ 30 | void YouTube_ShowUploadDialog( IReplayMovie *pMovie, vgui::Panel *pParent ); 31 | 32 | #endif // REPLAYYOUTUBEAPI_H 33 | -------------------------------------------------------------------------------- /game/server/basecombatweapon.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $NoKeywords: $ 7 | //=============================================================================// 8 | 9 | #ifndef COMBATWEAPON_H 10 | #define COMBATWEAPON_H 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include "entityoutput.h" 16 | #include "basecombatweapon_shared.h" 17 | 18 | //----------------------------------------------------------------------------- 19 | // Bullet types 20 | //----------------------------------------------------------------------------- 21 | 22 | // ----------------------------------------- 23 | // Sounds 24 | // ----------------------------------------- 25 | 26 | struct animevent_t; 27 | 28 | extern void SpawnBlood(Vector vecSpot, const Vector &vecDir, int bloodColor, float flDamage); 29 | 30 | #endif // COMBATWEAPON_H 31 | -------------------------------------------------------------------------------- /game/shared/mapdata_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef MAPDATA_SHARED_H 9 | #define MAPDATA_SHARED_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #include "interface.h" 15 | #include "mathlib/vector.h" 16 | 17 | #define INTERFACEVERSION_MAPDATA "MapData001" 18 | 19 | abstract_class IMapData 20 | { 21 | public: 22 | 23 | // World data queries. 24 | virtual void GetMapBounds( Vector &vecMins, Vector &vecMaxs ) = 0; 25 | virtual void GetMapOrigin( Vector &vecOrigin ) = 0; 26 | virtual void GetMapSize( Vector &vecSize ) = 0; 27 | 28 | // 3D Skybox data queries. 29 | virtual void Get3DSkyboxOrigin( Vector &vecOrigin ) = 0; 30 | virtual float Get3DSkyboxScale( void ) = 0; 31 | }; 32 | 33 | #endif // MAPDATA_SHARED_H -------------------------------------------------------------------------------- /game/client/replay/vgui/replaybrowserbasepanel.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #ifndef REPLAYBASEPANEL_H 6 | #define REPLAYBASEPANEL_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | #include "vgui_controls/EditablePanel.h" 12 | 13 | //----------------------------------------------------------------------------- 14 | // Purpose: Base panel for replay panels 15 | //----------------------------------------------------------------------------- 16 | class CReplayBasePanel : public vgui::EditablePanel 17 | { 18 | DECLARE_CLASS_SIMPLE( CReplayBasePanel, vgui::EditablePanel ); 19 | public: 20 | CReplayBasePanel( Panel *pParent, const char *pName ); 21 | 22 | void GetPosRelativeToAncestor( Panel *pAncestor, int &nXOut, int &nYOut ); 23 | }; 24 | 25 | #endif // REPLAYBASEPANEL_H 26 | -------------------------------------------------------------------------------- /public/client_textmessage.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef CLIENT_TEXTMESSAGE_H 8 | #define CLIENT_TEXTMESSAGE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | struct client_textmessage_t 14 | { 15 | int effect; 16 | byte r1, g1, b1, a1; // 2 colors for effects 17 | byte r2, g2, b2, a2; 18 | float x; 19 | float y; 20 | float fadein; 21 | float fadeout; 22 | float holdtime; 23 | float fxtime; 24 | const char *pVGuiSchemeFontName; // If null, use default font for messages 25 | const char *pName; 26 | const char *pMessage; 27 | bool bRoundedRectBackdropBox; 28 | float flBoxSize; // as a function of font height 29 | byte boxcolor[4]; 30 | char const *pClearMessage; // message to clear 31 | }; 32 | 33 | #endif // CLIENT_TEXTMESSAGE_H 34 | -------------------------------------------------------------------------------- /game/client/viewdebug.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef VIEWDEBUG_H 8 | #define VIEWDEBUG_H 9 | 10 | #if defined( _WIN32 ) 11 | #pragma once 12 | #endif 13 | 14 | class CViewSetup; 15 | 16 | //----------------------------------------------------------------------------- 17 | // Purpose: Implements the debugging elements of view rendering 18 | //----------------------------------------------------------------------------- 19 | class CDebugViewRender 20 | { 21 | DECLARE_CLASS_NOBASE( CDebugViewRender ); 22 | public: 23 | // Draws all the debugging info 24 | static void Draw3DDebuggingInfo( const CViewSetup &view ); 25 | static void Draw2DDebuggingInfo( const CViewSetup &view ); 26 | static void GenerateOverdrawForTesting(); 27 | }; 28 | 29 | #endif // VIEWDEBUG_H 30 | -------------------------------------------------------------------------------- /public/vgui/IVguiMatInfo.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef IVGUIMATINFO_H 9 | #define IVGUIMATINFO_H 10 | 11 | #include "IVguiMatInfoVar.h" 12 | 13 | // wrapper for IMaterial 14 | class IVguiMatInfo 15 | { 16 | public: 17 | // Add a virtual destructor to silence the clang warning. 18 | // This is harmless but not important since the only derived class 19 | // doesn't have a destructor. 20 | virtual ~IVguiMatInfo() {} 21 | 22 | // make sure to delete the returned object after use! 23 | virtual IVguiMatInfoVar* FindVarFactory ( const char *varName, bool *found ) = 0; 24 | 25 | virtual int GetNumAnimationFrames ( ) = 0; 26 | 27 | // todo: if you need to add more IMaterial functions add them here 28 | }; 29 | 30 | #endif //IVGUIMATINFO_H 31 | -------------------------------------------------------------------------------- /mathlib/sse.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=====================================================================================// 6 | 7 | #ifndef _SSE_H 8 | #define _SSE_H 9 | 10 | float _SSE_Sqrt(float x); 11 | float _SSE_RSqrtAccurate(float a); 12 | float _SSE_RSqrtFast(float x); 13 | float FASTCALL _SSE_VectorNormalize(Vector& vec); 14 | void FASTCALL _SSE_VectorNormalizeFast(Vector& vec); 15 | float _SSE_InvRSquared(const float* v); 16 | void _SSE_SinCos(float x, float* s, float* c); 17 | float _SSE_cos( float x); 18 | #ifdef PLATFORM_WINDOWS_PC32 19 | void _SSE2_SinCos(float x, float* s, float* c); 20 | float _SSE2_cos(float x); 21 | #endif 22 | #if 0 23 | void VectorTransformSSE(const float *in1, const matrix3x4_t& in2, float *out1); 24 | void VectorRotateSSE( const float *in1, const matrix3x4_t& in2, float *out1 ); 25 | #endif 26 | 27 | #endif // _SSE_H 28 | -------------------------------------------------------------------------------- /public/GarrysMod/CGMODVariant.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | /* 4 | Types: 5 | NIL = 0 6 | Number = 1 7 | Int = 2 8 | Bool = 3 9 | Vector = 4 10 | Angle = 5, 11 | Entity = 6 12 | String = 7 13 | */ 14 | 15 | #define CGMODVariant_NIL 0 16 | #define CGMODVariant_Number 1 17 | #define CGMODVariant_Int 2 18 | #define CGMODVariant_Bool 3 19 | #define CGMODVariant_Vector 4 20 | #define CGMODVariant_Angle 5 21 | #define CGMODVariant_Entity 6 22 | #define CGMODVariant_String 7 23 | #define CGMODVariant_Count 8 24 | 25 | class CBaseHandle; 26 | struct CGMODVariant // NOTE: It doesn't seem work perfectly with GMOD(I hate m_Ent) 27 | { 28 | unsigned char type = 0; // Used by Push_GMODVariant to determen which function to use to push it. 29 | union { 30 | struct { 31 | int m_Length; 32 | char* m_pString; 33 | }; 34 | bool m_Bool; 35 | float m_Float; 36 | int m_Int; 37 | short m_Ent; 38 | Vector m_Vec; 39 | QAngle m_Ang; 40 | }; 41 | }; -------------------------------------------------------------------------------- /public/irecipientfilter.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef IRECIPIENTFILTER_H 9 | #define IRECIPIENTFILTER_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | //----------------------------------------------------------------------------- 15 | // Purpose: Generic interface for routing messages to users 16 | //----------------------------------------------------------------------------- 17 | class IRecipientFilter 18 | { 19 | public: 20 | virtual ~IRecipientFilter() {} 21 | 22 | virtual bool IsReliable( void ) const = 0; 23 | virtual bool IsInitMessage( void ) const = 0; 24 | 25 | virtual int GetRecipientCount( void ) const = 0; 26 | virtual int GetRecipientIndex( int slot ) const = 0; 27 | }; 28 | 29 | #endif // IRECIPIENTFILTER_H 30 | -------------------------------------------------------------------------------- /public/posedebugger.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef POSEDEBUGGER_H 10 | #define POSEDEBUGGER_H 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | class IClientNetworkable; 16 | 17 | abstract_class IPoseDebugger 18 | { 19 | public: 20 | virtual void StartBlending( IClientNetworkable *pEntity, const CStudioHdr *pStudioHdr ) = 0; 21 | 22 | virtual void AccumulatePose( 23 | const CStudioHdr *pStudioHdr, 24 | CIKContext *pIKContext, 25 | Vector pos[], 26 | Quaternion q[], 27 | int sequence, 28 | float cycle, 29 | const float poseParameter[], 30 | int boneMask, 31 | float flWeight, 32 | float flTime 33 | ) = 0; 34 | }; 35 | 36 | extern IPoseDebugger *g_pPoseDebugger; 37 | 38 | #endif // #ifndef POSEDEBUGGER_H 39 | -------------------------------------------------------------------------------- /game/client/sdk/c_sdk_team.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Client side CTFTeam class 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef C_SDK_TEAM_H 9 | #define C_SDK_TEAM_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #include "c_team.h" 15 | #include "shareddefs.h" 16 | 17 | class C_BaseEntity; 18 | class C_BaseObject; 19 | class CBaseTechnology; 20 | 21 | //----------------------------------------------------------------------------- 22 | // Purpose: TF's Team manager 23 | //----------------------------------------------------------------------------- 24 | class C_SDKTeam : public C_Team 25 | { 26 | DECLARE_CLASS( C_SDKTeam, C_Team ); 27 | DECLARE_CLIENTCLASS(); 28 | 29 | public: 30 | 31 | C_SDKTeam(); 32 | virtual ~C_SDKTeam(); 33 | }; 34 | 35 | 36 | #endif // C_SDK_TEAM_H 37 | -------------------------------------------------------------------------------- /game/client/c_physicsprop.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef C_PHYSICSPROP_H 8 | #define C_PHYSICSPROP_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "c_breakableprop.h" 14 | //----------------------------------------------------------------------------- 15 | // Purpose: 16 | //----------------------------------------------------------------------------- 17 | class C_PhysicsProp : public C_BreakableProp 18 | { 19 | typedef C_BreakableProp BaseClass; 20 | public: 21 | DECLARE_CLIENTCLASS(); 22 | 23 | C_PhysicsProp(); 24 | ~C_PhysicsProp(); 25 | 26 | virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo ); 27 | 28 | protected: 29 | // Networked vars. 30 | bool m_bAwake; 31 | bool m_bAwakeLastTime; 32 | }; 33 | 34 | #endif // C_PHYSICSPROP_H 35 | -------------------------------------------------------------------------------- /game/server/waterbullet.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Entity that simulates bullets that are underwater. 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef WEAPON_WATERBULLET_H 8 | #define WEAPON_WATERBULLET_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #define WATER_BULLET_BUBBLES_PER_INCH 0.05f 14 | 15 | //========================================================= 16 | //========================================================= 17 | class CWaterBullet : public CBaseAnimating 18 | { 19 | DECLARE_CLASS( CWaterBullet, CBaseAnimating ); 20 | 21 | public: 22 | void Precache(); 23 | void Spawn( const Vector &vecOrigin, const Vector &vecDir ); 24 | void Touch( CBaseEntity *pOther ); 25 | void BulletThink(); 26 | 27 | DECLARE_DATADESC(); 28 | DECLARE_SERVERCLASS(); 29 | }; 30 | 31 | #endif // WEAPON_WATERBULLET_H 32 | -------------------------------------------------------------------------------- /public/vgui_controls/Divider.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef DIVIDER_H 9 | #define DIVIDER_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include 16 | 17 | namespace vgui 18 | { 19 | 20 | //----------------------------------------------------------------------------- 21 | // Purpose: Thin line used to divide sections in dialogs 22 | //----------------------------------------------------------------------------- 23 | class Divider : public Panel 24 | { 25 | DECLARE_CLASS_SIMPLE( Divider, Panel ); 26 | 27 | public: 28 | Divider(Panel *parent, const char *name); 29 | ~Divider(); 30 | 31 | virtual void ApplySchemeSettings(IScheme *pScheme); 32 | }; 33 | 34 | 35 | } // namespace vgui 36 | 37 | 38 | #endif // DIVIDER_H 39 | -------------------------------------------------------------------------------- /common/replay/ireplaysessionrecorder.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #ifndef IREPLAYSESSIONRECORDER_H 6 | #define IREPLAYSESSIONRECORDER_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | //---------------------------------------------------------------------------------------- 12 | 13 | #include "interface.h" 14 | 15 | //---------------------------------------------------------------------------------------- 16 | 17 | class IReplaySessionRecorder : public IBaseInterface 18 | { 19 | public: 20 | virtual void StartRecording() = 0; 21 | virtual void StopRecording( bool bAborting ) = 0; 22 | virtual void SetCurrentRecordingStartTick( int nStartTick ) = 0; 23 | }; 24 | 25 | //---------------------------------------------------------------------------------------- 26 | 27 | #endif // IREPLAYSESSIONRECORDER_H -------------------------------------------------------------------------------- /game/server/hl2/energy_wave.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef ENERGYWAVE_H 9 | #define ENERGYWAVE_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | #include "basecombatweapon.h" 15 | #include "energy_wave.h" 16 | 17 | 18 | //----------------------------------------------------------------------------- 19 | // Purpose: Shield 20 | //----------------------------------------------------------------------------- 21 | class CEnergyWave : public CBaseEntity 22 | { 23 | DECLARE_DATADESC(); 24 | public: 25 | DECLARE_CLASS( CEnergyWave, CBaseEntity ); 26 | DECLARE_SERVERCLASS(); 27 | 28 | public: 29 | void Spawn( void ); 30 | void Precache( void ); 31 | 32 | public: 33 | static CEnergyWave* Create( CBaseEntity *pentOwner ); 34 | }; 35 | 36 | 37 | #endif //ENERGYWAVE_H -------------------------------------------------------------------------------- /utils/common/ISQLDBReplyTarget.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef ISQLDLREPLYTARGET_H 9 | #define ISQLDLREPLYTARGET_H 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | //----------------------------------------------------------------------------- 15 | // Purpose: Interface to handle results of SQL queries 16 | //----------------------------------------------------------------------------- 17 | class ISQLDBReplyTarget 18 | { 19 | public: 20 | // handles a response from the database 21 | virtual void SQLDBResponse(int cmdID, int returnState, int returnVal, void *data) = 0; 22 | 23 | // called from a seperate thread; tells the reply target that a message is waiting for it 24 | virtual void WakeUp() = 0; 25 | 26 | }; 27 | 28 | 29 | #endif // ISQLDLREPLYTARGET_H 30 | -------------------------------------------------------------------------------- /public/iserverunknown.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef ISERVERUNKNOWN_H 9 | #define ISERVERUNKNOWN_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | 16 | #include "ihandleentity.h" 17 | 18 | class ICollideable; 19 | class IServerNetworkable; 20 | class CBaseEntity; 21 | 22 | 23 | // This is the server's version of IUnknown. We may want to use a QueryInterface-like 24 | // mechanism if this gets big. 25 | class IServerUnknown : public IHandleEntity 26 | { 27 | public: 28 | // Gets the interface to the collideable + networkable representation of the entity 29 | virtual ICollideable* GetCollideable() = 0; 30 | virtual IServerNetworkable* GetNetworkable() = 0; 31 | virtual CBaseEntity* GetBaseEntity() = 0; 32 | }; 33 | 34 | 35 | #endif // ISERVERUNKNOWN_H 36 | -------------------------------------------------------------------------------- /game/client/prediction_private.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // 8 | //----------------------------------------------------------------------------- 9 | // $Log: $ 10 | // 11 | // $NoKeywords: $ 12 | //=============================================================================// 13 | #if !defined( PREDICTION_PRIVATE_H ) 14 | #define PREDICTION_PRIVATE_H 15 | #ifdef _WIN32 16 | #pragma once 17 | #endif 18 | 19 | // point on plane side epsilon 20 | #define ON_EPSILON 0.1 21 | 22 | #define MAX_FORWARD 6 23 | 24 | // Use smoothing if error is > this 25 | #define MIN_CORRECTION_DISTANCE 0.25f 26 | 27 | // Complain if error is > this and we have cl_showerror set 28 | #define MIN_PREDICTION_EPSILON 0.5f 29 | 30 | // Above this is assumed to be a teleport, don't smooth, etc. 31 | #define MAX_PREDICTION_ERROR 64.0f 32 | 33 | #endif // PREDICTION_PRIVATE_H -------------------------------------------------------------------------------- /game/server/hl2/antlion_dust.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #ifndef ANTLION_DUST_H 9 | #define ANTLION_DUST_H 10 | 11 | #include "te_particlesystem.h" 12 | 13 | class CTEAntlionDust : public CTEParticleSystem 14 | { 15 | public: 16 | 17 | DECLARE_CLASS( CTEAntlionDust, CTEParticleSystem ); 18 | DECLARE_SERVERCLASS(); 19 | 20 | CTEAntlionDust( const char *name ); 21 | virtual ~CTEAntlionDust( void ); 22 | 23 | virtual void Test( const Vector& current_origin, const QAngle& current_angles ) { }; 24 | 25 | CNetworkVector( m_vecOrigin ); 26 | CNetworkVar( QAngle, m_vecAngles ); 27 | CNetworkVar( bool, m_bBlockedSpawner ); 28 | }; 29 | 30 | void UTIL_CreateAntlionDust( const Vector &origin, const QAngle &angles, bool bBlockedSpawner = false ); 31 | 32 | #endif //ANTLION_DUST_H -------------------------------------------------------------------------------- /game/server/data_collector.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | // data_collector.h 9 | // Data collection system 10 | // Author: Michael S. Booth, June 2004 11 | 12 | #ifndef _DATA_COLLECTOR_H_ 13 | #define _DATA_COLLECTOR_H_ 14 | 15 | #include 16 | #include 17 | 18 | /** 19 | * This class is used to monitor the event stream and 20 | * store interesting events to disk for later analysis. 21 | */ 22 | class CDataCollector : public IGameEventListener 23 | { 24 | public: 25 | CDataCollector( void ); 26 | ~CDataCollector(); 27 | 28 | // IGameEventListener 29 | virtual void FireGameEvent( KeyValues *event ); 30 | }; 31 | 32 | 33 | extern void StartDataCollection( void ); 34 | extern void StopDataCollection( void ); 35 | 36 | 37 | #endif // _DATA_COLLECTOR_H_ 38 | -------------------------------------------------------------------------------- /public/tools/bonelist.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef BONELIST_H 8 | #define BONELIST_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include "studio.h" 14 | 15 | class CBoneList 16 | { 17 | public: 18 | 19 | CBoneList(); 20 | 21 | void Release(); 22 | 23 | static CBoneList *Alloc(); 24 | 25 | public: 26 | 27 | int m_nBones; 28 | Vector m_vecPos[ MAXSTUDIOBONES ]; 29 | Quaternion m_quatRot[ MAXSTUDIOBONES ]; 30 | 31 | private: 32 | bool m_bShouldDelete; 33 | }; 34 | 35 | class CFlexList 36 | { 37 | public: 38 | 39 | CFlexList(); 40 | 41 | void Release(); 42 | 43 | static CFlexList *Alloc(); 44 | 45 | public: 46 | 47 | int m_nNumFlexes; 48 | float m_flexWeights[ MAXSTUDIOFLEXCTRL ]; 49 | 50 | private: 51 | bool m_bShouldDelete; 52 | }; 53 | 54 | #endif // BONELIST_H 55 | -------------------------------------------------------------------------------- /public/vgui/Cursor.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Holds the enumerated list of default cursors 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef CURSOR_H 9 | #define CURSOR_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | #include 16 | 17 | namespace vgui 18 | { 19 | 20 | enum CursorCode 21 | { 22 | dc_user, 23 | dc_none, 24 | dc_arrow, 25 | dc_ibeam, 26 | dc_hourglass, 27 | dc_waitarrow, 28 | dc_crosshair, 29 | dc_up, 30 | dc_sizenwse, 31 | dc_sizenesw, 32 | dc_sizewe, 33 | dc_sizens, 34 | dc_sizeall, 35 | dc_no, 36 | dc_hand, 37 | dc_blank, // don't show any custom vgui cursor, just let windows do it stuff (for HTML widget) 38 | dc_last, 39 | dc_alwaysvisible_push, 40 | dc_alwaysvisible_pop, 41 | }; 42 | 43 | typedef unsigned long HCursor; 44 | 45 | } 46 | 47 | #endif // CURSOR_H 48 | -------------------------------------------------------------------------------- /game/server/sent_filter.h: -------------------------------------------------------------------------------- 1 | #include "filters.h" 2 | 3 | class CSENT_filter : public CBaseFilter 4 | { 5 | public: 6 | DECLARE_CLASS( CSENT_filter, CBaseFilter ); 7 | 8 | DECLARE_DATADESC(); 9 | 10 | virtual int UpdateTransmitState( void ); 11 | virtual void Spawn( void ); 12 | virtual void Precache(); 13 | virtual bool KeyValue( const char *szKeyName, const char *szValue ); 14 | virtual bool AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID ); 15 | virtual void OnRestore(); 16 | virtual void UpdateOnRemove( void ); 17 | virtual bool UsesLua(); 18 | virtual int GetLuaEntityType(); 19 | virtual const char *GetLuaScriptName(); 20 | virtual void InitializeScriptedEntity( const char * ); 21 | 22 | virtual bool PassesFilterImpl( CBaseEntity *pCaller, CBaseEntity *pEntity ); 23 | virtual bool PassesDamageFilterImpl(const CTakeDamageInfo &info); 24 | 25 | virtual void ScriptThink(); 26 | virtual void ClientThink(); 27 | }; -------------------------------------------------------------------------------- /common/qlimits.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef QLIMITS_H 9 | #define QLIMITS_H 10 | 11 | #if defined( _WIN32 ) 12 | #pragma once 13 | #endif 14 | 15 | // DATA STRUCTURE INFO 16 | 17 | #define MAX_NUM_ARGVS 50 18 | 19 | // SYSTEM INFO 20 | #define MAX_QPATH 96 // max length of a game pathname 21 | #define MAX_OSPATH 260 // max length of a filesystem pathname 22 | 23 | #define ON_EPSILON 0.1 // point on plane side epsilon 24 | 25 | 26 | // Resource counts; 27 | #define MAX_MODEL_INDEX_BITS 13 // sent as a short 28 | #define MAX_MODELS (1< &list ); 23 | bool EntityIsParentOf( CBaseEntity *pParent, CBaseEntity *pEntity ); 24 | int GetAllInHierarchy( CBaseEntity *pParent, CUtlVector &list ); 25 | 26 | #endif // HIERARCHY_H 27 | -------------------------------------------------------------------------------- /game/server/hl2/item_dynamic_resupply.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef ITEM_DYNAMIC_RESUPPLY_H 8 | #define ITEM_DYNAMIC_RESUPPLY_H 9 | 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | // Spawnflags 16 | #define SF_DYNAMICRESUPPLY_USE_MASTER 1 17 | #define SF_DYNAMICRESUPPLY_IS_MASTER 2 18 | #define SF_DYNAMICRESUPPLY_ALWAYS_SPAWN 4 // even if the player has met his target 19 | #define SF_DYNAMICRESUPPLY_FALLBACK_TO_VIAL 8 // If we fail to spawn anything, spawn a health vial 20 | #define SF_DYNAMICRESUPPLY_ALTERNATE_MASTER 16 // Don't assume role as master on activate, but don't think either 21 | 22 | float DynamicResupply_GetDesiredHealthPercentage( void ); 23 | void DynamicResupply_InitFromAlternateMaster( CBaseEntity *pResupply, string_t iszMaster ); 24 | 25 | #endif // ITEM_DYNAMIC_RESUPPLY_H 26 | -------------------------------------------------------------------------------- /utils/common/scratchpad_helpers.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef SCRATCHPAD_HELPERS_H 8 | #define SCRATCHPAD_HELPERS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "iscratchpad3d.h" 15 | #include "bspfile.h" 16 | 17 | 18 | void ScratchPad_DrawWinding( IScratchPad3D *pPad, int nPoints, Vector *pPoints, Vector vColor, Vector vOffset = Vector(0,0,0) ); 19 | 20 | void ScratchPad_DrawFace( IScratchPad3D *pPad, dface_t *f, int iFaceNumber = -1, const CSPColor &faceColor=CSPColor(1,1,1,1), const Vector &vOffset=Vector(0,0,0) ); 21 | void ScratchPad_DrawWorld( IScratchPad3D *pPad, bool bDrawFaceNumbers, const CSPColor &faceColor=CSPColor(1,1,1,1) ); 22 | void ScratchPad_DrawWorld( bool bDrawFaceNumbers, const CSPColor &faceColor=CSPColor(1,1,1,1) ); 23 | 24 | 25 | #endif // SCRATCHPAD_HELPERS_H 26 | -------------------------------------------------------------------------------- /public/materialsystem/imaterialsystemstub.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef IMATERIALSYSTEMSTUB_H 8 | #define IMATERIALSYSTEMSTUB_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | #include "materialsystem/imaterialsystem.h" 15 | 16 | 17 | // If you get this interface out of the material system, it'll return an IMaterialSystem 18 | // with everything stubbed. This is used for running the client in text mode. 19 | #define MATERIAL_SYSTEM_STUB_INTERFACE_VERSION "VMaterialSystemStub001" 20 | 21 | 22 | class IMaterialSystemStub : public IMaterialSystem 23 | { 24 | public: 25 | // If this is called, then the stub will call through to the real material 26 | // system in some functions. 27 | virtual void SetRealMaterialSystem( IMaterialSystem *pSys ) = 0; 28 | }; 29 | 30 | 31 | #endif // IMATERIALSYSTEMSTUB_H 32 | -------------------------------------------------------------------------------- /common/replay/ireplayfactory.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | //=======================================================================================// 4 | 5 | #ifndef IREPLAYFACTORY_H 6 | #define IREPLAYFACTORY_H 7 | #ifdef _WIN32 8 | #pragma once 9 | #endif 10 | 11 | //---------------------------------------------------------------------------------------- 12 | 13 | #include "interface.h" 14 | 15 | //---------------------------------------------------------------------------------------- 16 | 17 | class CReplay; 18 | 19 | //---------------------------------------------------------------------------------------- 20 | 21 | abstract_class IReplayFactory : public IBaseInterface 22 | { 23 | public: 24 | virtual CReplay *Create() = 0; 25 | }; 26 | 27 | #define INTERFACE_VERSION_REPLAY_FACTORY "IReplayFactory001" 28 | 29 | //---------------------------------------------------------------------------------------- 30 | 31 | #endif // IREPLAYFACTORY_H -------------------------------------------------------------------------------- /game/server/hl2/info_darknessmode_lightsource.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef INFO_DARKNESSMODE_LIGHTSOURCE_H 8 | #define INFO_DARKNESSMODE_LIGHTSOURCE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | // Default distance from lightsources that entities are considered visible 14 | // NOTE!!! This is bigger by a factor of to deal with fixing a bug from HL2. See dlight_t.h 15 | #define DARKNESS_LIGHTSOURCE_SIZE (256.0f*1.2f) 16 | 17 | void AddEntityToDarknessCheck( CBaseEntity *pEntity, float flLightRadius = DARKNESS_LIGHTSOURCE_SIZE ); 18 | void RemoveEntityFromDarknessCheck( CBaseEntity *pEntity ); 19 | bool LookerCouldSeeTargetInDarkness( CBaseEntity *pLooker, CBaseEntity *pTarget ); 20 | bool DarknessLightSourceWithinRadius( CBaseEntity *pLooker, float flRadius ); 21 | 22 | #endif // INFO_DARKNESSMODE_LIGHTSOURCE_H 23 | -------------------------------------------------------------------------------- /game/server/sdk/sdk_team.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Team management class. Contains all the details for a specific team 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef SDK_TEAM_H 9 | #define SDK_TEAM_H 10 | 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | 16 | #include "utlvector.h" 17 | #include "team.h" 18 | 19 | 20 | //----------------------------------------------------------------------------- 21 | // Purpose: Team Manager 22 | //----------------------------------------------------------------------------- 23 | class CSDKTeam : public CTeam 24 | { 25 | DECLARE_CLASS( CSDKTeam, CTeam ); 26 | DECLARE_SERVERCLASS(); 27 | 28 | public: 29 | 30 | // Initialization 31 | virtual void Init( const char *pName, int iNumber ); 32 | }; 33 | 34 | 35 | extern CSDKTeam *GetGlobalSDKTeam( int iIndex ); 36 | 37 | 38 | #endif // TF_TEAM_H 39 | -------------------------------------------------------------------------------- /public/client_render_handle.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef CLIENT_RENDER_HANDLE_H 8 | #define CLIENT_RENDER_HANDLE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | 14 | //----------------------------------------------------------------------------- 15 | // Foward declarations 16 | //----------------------------------------------------------------------------- 17 | class IClientRenderable; 18 | 19 | 20 | //----------------------------------------------------------------------------- 21 | // Handle to an renderable in the client leaf system 22 | //----------------------------------------------------------------------------- 23 | typedef unsigned short ClientRenderHandle_t; 24 | 25 | enum 26 | { 27 | INVALID_CLIENT_RENDER_HANDLE = (ClientRenderHandle_t)0xffff, 28 | }; 29 | 30 | 31 | #endif // CLIENT_RENDER_HANDLE_H 32 | -------------------------------------------------------------------------------- /public/tier0/IOCTLCodes.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | #ifndef IOCTLCODES_H 9 | #define IOCTLCODES_H 10 | #pragma once 11 | 12 | // Define the IOCTL codes we will use. The IOCTL code contains a command 13 | // identifier, plus other information about the device, the type of access 14 | // with which the file must have been opened, and the type of buffering. 15 | 16 | // Device type -- in the "User Defined" range." 17 | #define DEVICE_FILE_TYPE 40000 18 | 19 | 20 | // The IOCTL function codes from 0x800 to 0xFFF are for customer use. 21 | 22 | #define IOCTL_WRITE_MSR \ 23 | CTL_CODE( DEVICE_FILE_TYPE, 0x900, METHOD_BUFFERED, FILE_READ_ACCESS ) 24 | 25 | #define IOCTL_READ_MSR \ 26 | CTL_CODE( DEVICE_FILE_TYPE, 0x901, METHOD_BUFFERED, FILE_READ_ACCESS ) 27 | 28 | 29 | #endif IOCTLCODES_H 30 | -------------------------------------------------------------------------------- /public/toolframework/toolframework.cpp: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | #include "toolframework/itooldictionary.h" 3 | #include "utlvector.h" 4 | 5 | class CToolDictionary : public IToolDictionary 6 | { 7 | public: 8 | virtual int GetToolCount() const 9 | { 10 | return m_Tools.Count(); 11 | } 12 | 13 | virtual IToolSystem *GetTool( int index ) 14 | { 15 | if ( index < 0 || index >= m_Tools.Count() ) 16 | { 17 | return NULL; 18 | } 19 | return m_Tools[ index ]; 20 | } 21 | 22 | public: 23 | 24 | void RegisterTool( IToolSystem *tool ) 25 | { 26 | m_Tools.AddToTail( tool ); 27 | } 28 | private: 29 | 30 | CUtlVector< IToolSystem * > m_Tools; 31 | }; 32 | 33 | static CToolDictionary g_ToolDictionary; 34 | 35 | EXPOSE_SINGLE_INTERFACE_GLOBALVAR( IToolDictionary, CToolDictionary, VTOOLDICTIONARY_INTERFACE_VERSION, g_ToolDictionary ); 36 | 37 | void RegisterTool( IToolSystem *tool ) 38 | { 39 | g_ToolDictionary.RegisterTool( tool ); 40 | } 41 | 42 | -------------------------------------------------------------------------------- /game/client/proxyentity.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: A base class for all material proxies in the client dll 4 | // 5 | // $NoKeywords: $ 6 | //=============================================================================// 7 | 8 | #ifndef PROXY_ENTITY_H 9 | #define PROXY_ENTITY_H 10 | 11 | #include "materialsystem/imaterialproxy.h" 12 | 13 | 14 | class IMaterialVar; 15 | 16 | //----------------------------------------------------------------------------- 17 | // Base class all material proxies should inherit from 18 | //----------------------------------------------------------------------------- 19 | abstract_class CEntityMaterialProxy : public IMaterialProxy 20 | { 21 | public: 22 | virtual void Release( void ); 23 | virtual void OnBind( void *pC_BaseEntity ); 24 | 25 | protected: 26 | // base classes should implement these 27 | virtual void OnBind( C_BaseEntity *pBaseEntity ) = 0; 28 | }; 29 | 30 | 31 | #endif // PROXY_ENTITY_H 32 | 33 | -------------------------------------------------------------------------------- /game/server/bitstring.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Arbitrary length bit string 4 | // ** NOTE: This class does NOT override the bitwise operators 5 | // as doing so would require overriding the operators 6 | // to allocate memory for the returned bitstring. This method 7 | // would be prone to memory leaks as the calling party 8 | // would have to remember to delete the memory. Funtions 9 | // are used instead to require the calling party to allocate 10 | // and destroy their own memory 11 | // 12 | // $Workfile: $ 13 | // $Date: $ 14 | // 15 | //----------------------------------------------------------------------------- 16 | // $Log: $ 17 | // 18 | // $NoKeywords: $ 19 | //=============================================================================// 20 | 21 | #ifndef BITSTRING_H 22 | #define BITSTRING_H 23 | #pragma once 24 | 25 | #include "bitvec.h" 26 | 27 | 28 | #endif // BITSTRING_H 29 | -------------------------------------------------------------------------------- /game/server/hl2/grenade_molotov.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Molotov grenades 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // 8 | //----------------------------------------------------------------------------- 9 | // $Log: $ 10 | // 11 | // $NoKeywords: $ 12 | //=============================================================================// 13 | 14 | #ifndef GRENADEMOLOTOV_H 15 | #define GRENADEMOLOTOV_H 16 | 17 | #include "basegrenade_shared.h" 18 | #include "smoke_trail.h" 19 | 20 | class CGrenade_Molotov : public CBaseGrenade 21 | { 22 | public: 23 | DECLARE_CLASS( CGrenade_Molotov, CBaseGrenade ); 24 | 25 | virtual void Spawn( void ); 26 | virtual void Precache( void ); 27 | virtual void Detonate( void ); 28 | void MolotovTouch( CBaseEntity *pOther ); 29 | void MolotovThink( void ); 30 | 31 | protected: 32 | 33 | SmokeTrail *m_pFireTrail; 34 | 35 | DECLARE_DATADESC(); 36 | }; 37 | 38 | #endif //GRENADEMOLOTOV_H 39 | -------------------------------------------------------------------------------- /game/shared/death_pose.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //============================================================================= 6 | 7 | #ifndef DEATH_POSE_H 8 | #define DEATH_POSE_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | enum 14 | { 15 | DEATH_FRAME_HEAD = 1, 16 | DEATH_FRAME_STOMACH, 17 | DEATH_FRAME_LEFTARM, 18 | DEATH_FRAME_RIGHTARM, 19 | DEATH_FRAME_LEFTLEG, 20 | DEATH_FRAME_RIGHTLEG, 21 | MAX_DEATHPOSE_FRAMES = DEATH_FRAME_RIGHTLEG 22 | }; 23 | 24 | #ifdef CLIENT_DLL 25 | 26 | void GetRagdollCurSequenceWithDeathPose( C_BaseAnimating *entity, matrix3x4_t *curBones, float flTime, int activity, int frame ); 27 | 28 | #else // !CLIENT_DLL 29 | 30 | /// Calculates death pose activity and frame 31 | void SelectDeathPoseActivityAndFrame( CBaseAnimating *entity, const CTakeDamageInfo &info, int hitgroup, Activity& activity, int& frame ); 32 | 33 | #endif // !CLIENT_DLL 34 | 35 | #endif // DEATH_POSE_H 36 | -------------------------------------------------------------------------------- /game/shared/episodic/npc_advisor_shared.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: Shared data between client and server side npc_advisor classes. 4 | // 5 | // Catchphrase: "It's advising us!!!" 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef NPC_ADVISOR_SHARED_H 10 | #define NPC_ADVISOR_SHARED_H 11 | #ifdef _WIN32 12 | #pragma once 13 | #endif 14 | 15 | 16 | // Set this to 0 to disable the advisor's special AI behavior (all that object chucking), 17 | // which we did in Ep2 to make him a scripted creature. 18 | #define NPC_ADVISOR_HAS_BEHAVIOR 0 19 | 20 | #if NPC_ADVISOR_HAS_BEHAVIOR 21 | // Message ID constants used for communciation between client and server. 22 | enum 23 | { 24 | ADVISOR_MSG_START_BEAM = 10, 25 | ADVISOR_MSG_STOP_BEAM, 26 | ADVISOR_MSG_STOP_ALL_BEAMS, 27 | ADVISOR_MSG_START_ELIGHT, 28 | ADVISOR_MSG_STOP_ELIGHT, 29 | }; 30 | #endif 31 | 32 | #endif // NPC_ADVISOR_SHARED_H 33 | -------------------------------------------------------------------------------- /game/client/ifpspanel.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $Workfile: $ 6 | // $Date: $ 7 | // 8 | //----------------------------------------------------------------------------- 9 | // $Log: $ 10 | // 11 | // $NoKeywords: $ 12 | //=============================================================================// 13 | #if !defined( IFPSPANEL_H ) 14 | #define IFPSPANEL_H 15 | #ifdef _WIN32 16 | #pragma once 17 | #endif 18 | 19 | #include 20 | 21 | namespace vgui 22 | { 23 | class Panel; 24 | } 25 | 26 | abstract_class IFPSPanel 27 | { 28 | public: 29 | virtual void Create( vgui::VPANEL parent ) = 0; 30 | virtual void Destroy( void ) = 0; 31 | }; 32 | 33 | abstract_class IShowBlockingPanel 34 | { 35 | public: 36 | virtual void Create( vgui::VPANEL parent ) = 0; 37 | virtual void Destroy( void ) = 0; 38 | }; 39 | 40 | 41 | extern IFPSPanel *fps; 42 | extern IShowBlockingPanel *iopanel; 43 | 44 | #endif // IFPSPANEL_H -------------------------------------------------------------------------------- /game/server/hl2/ar2_explosion.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | // $NoKeywords: $ 6 | // 7 | //=============================================================================// 8 | 9 | #ifndef AR2_EXPLOSION_H 10 | #define AR2_EXPLOSION_H 11 | 12 | 13 | #include "baseparticleentity.h" 14 | 15 | 16 | class AR2Explosion : public CBaseParticleEntity 17 | { 18 | DECLARE_DATADESC(); 19 | 20 | public: 21 | DECLARE_CLASS( AR2Explosion, CBaseParticleEntity ); 22 | DECLARE_SERVERCLASS(); 23 | 24 | static AR2Explosion* CreateAR2Explosion(const Vector &pos); 25 | 26 | inline void SetMaterialName(const char *szMaterialName); 27 | 28 | private: 29 | 30 | CNetworkString( m_szMaterialName, 255 ); 31 | }; 32 | 33 | 34 | void AR2Explosion::SetMaterialName(const char *szMaterialName) 35 | { 36 | if (szMaterialName) 37 | { 38 | Q_strncpy(m_szMaterialName.GetForModify(), szMaterialName, sizeof(m_szMaterialName)); 39 | } 40 | } 41 | 42 | 43 | #endif 44 | -------------------------------------------------------------------------------- /game/server/sent_brush.h: -------------------------------------------------------------------------------- 1 | #include "triggers.h" 2 | 3 | class CSENT_brush : public CBaseTrigger 4 | { 5 | public: 6 | DECLARE_CLASS( CSENT_brush, CBaseTrigger ); 7 | 8 | DECLARE_DATADESC(); 9 | 10 | virtual void Spawn( void ); 11 | virtual void Precache(); 12 | virtual bool KeyValue( const char *szKeyName, const char *szValue ); 13 | virtual bool AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID ); 14 | virtual void OnRestore(); 15 | virtual void StartTouch( CBaseEntity *pOther ); 16 | virtual void Touch( CBaseEntity *pOther ); 17 | virtual void EndTouch( CBaseEntity *pOther ); 18 | virtual void UpdateOnRemove( void ); 19 | virtual bool UsesLua(); 20 | virtual int GetLuaEntityType(); 21 | virtual const char *GetLuaScriptName(); 22 | virtual void InitializeScriptedEntity( const char * ); 23 | virtual bool PassesTriggerFilters(CBaseEntity *pOther); 24 | 25 | virtual void ScriptThink(); 26 | virtual void doKeyValue( char const*, char const* ); 27 | }; -------------------------------------------------------------------------------- /public/GarrysMod/GModDataPack.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | 6 | class LuaFindResult; 7 | 8 | namespace GarrysMod::Lua 9 | { 10 | struct LuaFile; // RaphaelIT7: I'm guessing that GetFromDatatable & FindFileInDatatable return this struct(defined in garrysmod_common -> LuaShared.h) but I dind't verify it yet. 11 | } 12 | 13 | abstract_class GModDataPack 14 | { 15 | public: 16 | virtual void* GetFromDatatable( const std::string& ) = 0; 17 | virtual void* GetHashFromDatatable( const std::string& ) = 0; 18 | virtual void* GetHashFromString( const char*, unsigned long ) = 0; 19 | virtual void FindInDatatable( const std::string&, std::vector&, bool ) = 0; 20 | virtual void* FindFileInDatatable( const std::string&, bool, bool ) = 0; 21 | virtual bool IsSingleplayer() = 0; 22 | virtual void UnknownMethod() = 0; // Name in Gmod: v000000000000000000000000000oo0000000000000000fff000000000000000000000000000000000o0o 23 | virtual bool IsValidDirectory( const std::string& ) = 0; 24 | }; -------------------------------------------------------------------------------- /public/UnicodeFileHelpers.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef UNICODEFILEHELPERS_H 8 | #define UNICODEFILEHELPERS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | #include 14 | 15 | // helper functions for parsing unicode file buffers 16 | ucs2 *AdvanceOverWhitespace(ucs2 *start); 17 | ucs2 *ReadUnicodeToken(ucs2 *start, ucs2 *token, int tokenBufferSize, bool "ed); 18 | ucs2 *ReadUnicodeTokenNoSpecial(ucs2 *start, ucs2 *token, int tokenBufferSize, bool "ed); 19 | ucs2 *ReadToEndOfLine(ucs2 *start); 20 | 21 | // writing to unicode files via CUtlBuffer 22 | class CUtlBuffer; 23 | void WriteUnicodeString(CUtlBuffer &buffer, const wchar_t *string, bool addQuotes = false); 24 | void WriteAsciiStringAsUnicode(CUtlBuffer &buffer, const char *string, bool addQuotes = false); 25 | 26 | 27 | 28 | #endif // UNICODEFILEHELPERS_H 29 | -------------------------------------------------------------------------------- /public/event_flags.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef EVENT_FLAGS_H 8 | #define EVENT_FLAGS_H 9 | 10 | #ifdef _WIN32 11 | #pragma once 12 | #endif 13 | 14 | 15 | // Skip local host for event send. 16 | #define FEV_NOTHOST (1<<0) 17 | 18 | // Send the event reliably. You must specify the origin and angles and use 19 | // PLAYBACK_EVENT_FULL for this to work correctly on the server for anything 20 | // that depends on the event origin/angles. I.e., the origin/angles are not 21 | // taken from the invoking edict for reliable events. 22 | #define FEV_RELIABLE (1<<1) 23 | 24 | // Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC 25 | // sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ). 26 | #define FEV_GLOBAL (1<<2) 27 | 28 | #endif // EVENT_FLAGS_H 29 | -------------------------------------------------------------------------------- /public/vphysics/stats.h: -------------------------------------------------------------------------------- 1 | //========= Copyright Valve Corporation, All rights reserved. ============// 2 | // 3 | // Purpose: 4 | // 5 | //=============================================================================// 6 | 7 | #ifndef STATS_H 8 | #define STATS_H 9 | #ifdef _WIN32 10 | #pragma once 11 | #endif 12 | 13 | // internal counters to measure cost of physics simulation 14 | struct physics_stats_t 15 | { 16 | float maxRescueSpeed; 17 | float maxSpeedGain; 18 | 19 | int impactSysNum; 20 | int impactCounter; 21 | int impactSumSys; 22 | int impactHardRescueCount; 23 | int impactRescueAfterCount; 24 | int impactDelayedCount; 25 | int impactCollisionChecks; 26 | int impactStaticCount; 27 | 28 | double totalEnergyDestroyed; 29 | int collisionPairsTotal; 30 | int collisionPairsCreated; 31 | int collisionPairsDestroyed; 32 | 33 | int potentialCollisionsObjectVsObject; 34 | int potentialCollisionsObjectVsWorld; 35 | 36 | int frictionEventsProcessed; 37 | }; 38 | 39 | 40 | #endif // STATS_H 41 | --------------------------------------------------------------------------------