Example #1
0
void HUD_Init( void )
{
	g_engfuncs.pfnAddCommand ("noclip", NULL, "enable or disable no clipping mode" );
	g_engfuncs.pfnAddCommand ("notarget", NULL, "notarget mode (monsters do not see you)" );
	g_engfuncs.pfnAddCommand ("fullupdate", NULL, "re-init HUD on start demo recording" );
	g_engfuncs.pfnAddCommand ("give", NULL, "give specified item or weapon" );
	g_engfuncs.pfnAddCommand ("drop", NULL, "drop current/specified item or weapon" );
	g_engfuncs.pfnAddCommand ("intermission", NULL, "go to intermission" );
	g_engfuncs.pfnAddCommand ("spectate", NULL, "enable spectator mode" );
	g_engfuncs.pfnAddCommand ("gametitle", NULL, "show game logo" );
	g_engfuncs.pfnAddCommand ("god", NULL, "classic cheat" );
	g_engfuncs.pfnAddCommand ("fov", NULL, "set client field of view" );
	g_engfuncs.pfnAddCommand ("fly", NULL, "fly mode (flight)" );

	HUD_ShutdownEffects ();

	g_pParticleSystems = new ParticleSystemManager();
	g_pViewRenderBeams = new CViewRenderBeams();
	g_pParticles = new CParticleSystem();
	g_pTempEnts = new CTempEnts();

	InitRain(); // init weather system

	gHUD.Init();

	IN_Init ();

	// link all events
	EV_HookEvents ();
}
Example #2
0
int CL_DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
	gEngfuncs = *pEnginefuncs;

	RecClInitialize(pEnginefuncs, iVersion);

	if (iVersion != CLDLL_INTERFACE_VERSION)
		return 0;

	memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));

	EV_HookEvents();
	// get tracker interface, if any
	char szDir[512];
	if (!gEngfuncs.COM_ExpandFilename("Bin/TrackerUI.dll", szDir, sizeof(szDir)))
	{
		g_pTrackerUser = NULL;
		g_hTrackerModule = NULL;
		return 1;
	}

	g_hTrackerModule = Sys_LoadModule(szDir);
	CreateInterfaceFn trackerFactory = Sys_GetFactory(g_hTrackerModule);
	if (!trackerFactory)
	{
		g_pTrackerUser = NULL;
		g_hTrackerModule = NULL;
		return 1;
	}

	g_pTrackerUser = (ITrackerUser *)trackerFactory(TRACKERUSER_INTERFACE_VERSION, NULL);
	return 1;
}
Example #3
0
int EXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
    gEngfuncs = *pEnginefuncs;

    //!!! mwh UNDONE We need to think about our versioning strategy. Do we want to try to be compatible
    // with previous versions, especially when we're only 'bonus' functionality? Should it be the engine
    // that decides if the DLL is compliant?

    if (iVersion != CLDLL_INTERFACE_VERSION)
        return 0;

    memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));

    EV_HookEvents();

    // Determine which filesystem to use.
#if defined ( _WIN32 )
    char *szFsModule = "filesystem_stdio.dll";
#elif defined(OSX)
    char *szFsModule = "filesystem_stdio.dylib";
#elif defined(LINUX)
    char *szFsModule = "filesystem_stdio.so";
#else
#error
#endif


    char szFSDir[MAX_PATH];
    szFSDir[0] = 0;
    if ( gEngfuncs.COM_ExpandFilename( szFsModule, szFSDir, sizeof( szFSDir ) ) == FALSE )
    {
        return false;
    }

    // Get filesystem interface.
    g_pFileSystemModule = Sys_LoadModule( szFSDir );
    assert( g_pFileSystemModule );
    if( !g_pFileSystemModule )
    {
        return false;
    }

    CreateInterfaceFn fileSystemFactory = Sys_GetFactory( g_pFileSystemModule );
    if( !fileSystemFactory )
    {
        return false;
    }

    g_pFileSystem = ( IFileSystem * )fileSystemFactory( FILESYSTEM_INTERFACE_VERSION, NULL );
    assert( g_pFileSystem );
    if( !g_pFileSystem )
    {
        return false;
    }

    return 1;
}
Example #4
0
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
	gEngfuncs = *pEnginefuncs;

	if (iVersion != CLDLL_INTERFACE_VERSION)
		return 0;

	memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));

	EV_HookEvents();

	return 1;
}
int CL_DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
	gEngfuncs = *pEnginefuncs;

	if (iVersion != CLDLL_INTERFACE_VERSION)
		return 0;

	memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));

	EV_HookEvents();
	CL_LoadParticleMan();

	// get tracker interface, if any
	return 1;
}
Example #6
0
int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
	gEngfuncs = *pEnginefuncs;

	if (iVersion != CLDLL_INTERFACE_VERSION)
		return 0;

	memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));

	EV_HookEvents();

//	if ( CVAR_GET_FLOAT( "r_stencil_buffer" ) != 0 )
//	ENGINE_SetContext();
		
	return 1;
}
Example #7
0
int EXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
	gEngfuncs = *pEnginefuncs;

	//!!! mwh UNDONE We need to think about our versioning strategy. Do we want to try to be compatible
	// with previous versions, especially when we're only 'bonus' functionality? Should it be the engine
	// that decides if the DLL is compliant?

	if (iVersion != CLDLL_INTERFACE_VERSION)
		return 0;

	memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));

	EV_HookEvents();

	return 1;
}