Add externs to interface and class headers.
Signed-off-by: aixxe <me@aixxe.net>
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c40361343c
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@ -20,4 +20,6 @@ class CGlobalVarsBase {
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bool m_bClient;
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int nTimestampNetworkingBase;
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int nTimestampRandomizeWindow;
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};
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};
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extern CGlobalVarsBase* globalvars;
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@ -108,4 +108,6 @@ class CInput {
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cmd_verified->m_cmd = *cmd;
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cmd_verified->m_crc = cmd->GetChecksum();
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}
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};
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};
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extern CInput* input;
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@ -26,4 +26,6 @@ class IBaseClientDLL {
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void FrameStageNotify(ClientFrameStage_t stage) {
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return GetVirtualFunction<void(*)(IBaseClientDLL*, ClientFrameStage_t)>(this, 35)(this, stage);
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}
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};
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};
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extern IBaseClientDLL* clientdll;
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@ -16,4 +16,6 @@ class IClientEntityList {
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virtual int GetHighestEntityIndex(void) = 0;
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virtual void SetMaxEntities(int max_entities) = 0;
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virtual int GetMaxEntities() = 0;
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};
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};
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extern IClientEntityList* entitylist;
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@ -9,4 +9,6 @@ class ICvar {
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template <typename... Values> void ConsoleDPrintf(const char* Format, Values... Parameters) {
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return GetVirtualFunction<void(*)(ICvar*, const char*, ...)>(this, 24)(this, Format, Parameters...);
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}
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};
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};
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extern ICvar* cvar;
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@ -45,4 +45,6 @@ class IGameEventManager2 {
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virtual void FreeEvent(IGameEvent* event) = 0;
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virtual bool SerializeEvent(IGameEvent* event, bf_write* buf) = 0;
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virtual IGameEvent* UnserializeEvent(bf_read* buf) = 0;
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};
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};
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extern IGameEventManager2* gameevents;
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@ -18,4 +18,6 @@ class IInputInternal {
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void SetMouseCodeState(MouseCode code, MouseCodeState_t state) {
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GetVirtualFunction<void(*)(IInputInternal*, MouseCode, MouseCodeState_t)>(this, 84)(this, code, state);
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}
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};
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};
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extern IInputInternal* inputinternal;
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@ -7,4 +7,6 @@ class IInputSystem {
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bool IsButtonDown(ButtonCode_t button) {
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return GetVirtualFunction<bool(*)(void*, ButtonCode_t)>(this, 11)(this, button);
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}
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};
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};
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extern IInputSystem* inputsystem;
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@ -33,4 +33,6 @@ class ILauncherMgr {
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void* GetWindowRef() {
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return GetVirtualFunction<void*(*)(ILauncherMgr*)>(this, 32)(this);
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}
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};
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};
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extern ILauncherMgr* launchermgr;
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@ -136,4 +136,6 @@ class IMaterialSystem {
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IMaterial* GetMaterial(MaterialHandle_t material) {
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return GetVirtualFunction<IMaterial*(*)(IMaterialSystem*, MaterialHandle_t)>(this, 76)(this, material);
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}
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};
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};
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extern IMaterialSystem* matsystem;
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@ -11,4 +11,6 @@ class IPanel {
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void PaintTraverse(VPANEL vpanel, bool force_repaint, bool allow_force) {
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GetVirtualFunction<void(*)(IPanel*, VPANEL, bool, bool)>(this, 42)(this, vpanel, force_repaint, allow_force);
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}
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};
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};
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extern IPanel* panel;
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@ -92,4 +92,6 @@ class ISurface {
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void DrawOutlinedCircle(int x, int y, int radius, int segments) {
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return GetVirtualFunction<void(*)(ISurface*, int, int, int, int)>(this, 99)(this, x, y, radius, segments);
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}
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};
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};
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extern ISurface* matsurface;
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@ -5,4 +5,6 @@ class IVDebugOverlay {
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bool ScreenPosition(const Vector& world, Vector& screen) {
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return GetVirtualFunction<int(*)(IVDebugOverlay*, const Vector&, Vector&)>(this, 9)(this, world, screen) == 0;
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}
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};
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};
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extern IVDebugOverlay* debugoverlay;
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@ -61,4 +61,6 @@ class IVEngineClient {
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void ClientCmd_Unrestricted(const char* command) {
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return GetVirtualFunction<void(*)(IVEngineClient*, const char*)>(this, 106)(this, command);
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}
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};
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};
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extern IVEngineClient* engine;
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@ -97,4 +97,6 @@ class IVModelInfoClient {
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studiohdr_t* GetStudioModel(const model_t* model) {
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return GetVirtualFunction<studiohdr_t*(*)(IVModelInfoClient*, const model_t*)>(this, 29)(this, model);
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}
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};
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};
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extern IVModelInfoClient* modelinfo;
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@ -52,4 +52,6 @@ class IVModelRender {
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void DrawModelExecute(DrawModelState_t const& state, ModelRenderInfo_t const& info, matrix3x4_t* bone) {
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GetVirtualFunction<void(*)(IVModelRender*, DrawModelState_t const&, ModelRenderInfo_t const&, matrix3x4_t*)>(this, 19)(this, state, info, bone);
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}
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};
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};
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extern IVModelRender* modelrender;
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