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// the interface the game uses to access the engine
extern int curtime; // current frame time
extern int lastmillis; // last time
extern int elapsedtime; // elapsed frame time
extern int totalmillis; // total elapsed time
extern uint totalsecs;
extern int gamespeed, paused;
enum
{
MATF_INDEX_SHIFT = 0,
MATF_VOLUME_SHIFT = 2,
MATF_CLIP_SHIFT = 5,
MATF_FLAG_SHIFT = 8,
MATF_INDEX = 3 << MATF_INDEX_SHIFT,
MATF_VOLUME = 7 << MATF_VOLUME_SHIFT,
MATF_CLIP = 7 << MATF_CLIP_SHIFT,
MATF_FLAGS = 0xFF << MATF_FLAG_SHIFT
};
enum // cube empty-space materials
{
MAT_AIR = 0, // the default, fill the empty space with air
MAT_WATER = 1 << MATF_VOLUME_SHIFT, // fill with water, showing waves at the surface
MAT_LAVA = 2 << MATF_VOLUME_SHIFT, // fill with lava
MAT_GLASS = 3 << MATF_VOLUME_SHIFT, // behaves like clip but is blended blueish
MAT_NOCLIP = 1 << MATF_CLIP_SHIFT, // collisions always treat cube as empty
MAT_CLIP = 2 << MATF_CLIP_SHIFT, // collisions always treat cube as solid
MAT_GAMECLIP = 3 << MATF_CLIP_SHIFT, // game specific clip material
MAT_DEATH = 1 << MATF_FLAG_SHIFT, // force player suicide
MAT_ALPHA = 4 << MATF_FLAG_SHIFT // alpha blended
};
#define isliquid(mat) ((mat)==MAT_WATER || (mat)==MAT_LAVA)
#define isclipped(mat) ((mat)==MAT_GLASS)
#define isdeadly(mat) ((mat)==MAT_LAVA)
extern void lightent(extentity &e, float height = 8.0f);
extern void lightreaching(const vec &target, vec &color, vec &dir, bool fast = false, extentity *e = 0, float ambient = 0.4f);
extern entity *brightestlight(const vec &target, const vec &dir);
enum { RAY_BB = 1, RAY_POLY = 3, RAY_ALPHAPOLY = 7, RAY_ENTS = 9, RAY_CLIPMAT = 16, RAY_SKIPFIRST = 32, RAY_EDITMAT = 64, RAY_SHADOW = 128, RAY_PASS = 256, RAY_SKIPSKY = 512, RAY_SKYTEX = 1024 };
extern float raycube (const vec &o, const vec &ray, float radius = 0, int mode = RAY_CLIPMAT, int size = 0, extentity *t = 0);
extern float raycubepos(const vec &o, const vec &ray, vec &hit, float radius = 0, int mode = RAY_CLIPMAT, int size = 0);
extern float rayfloor (const vec &o, vec &floor, int mode = 0, float radius = 0);
extern bool raycubelos(const vec &o, const vec &dest, vec &hitpos);
extern int thirdperson;
extern bool isthirdperson();
extern bool settexture(const char *name, int clamp = 0);
// octaedit
enum { EDIT_FACE = 0, EDIT_TEX, EDIT_MAT, EDIT_FLIP, EDIT_COPY, EDIT_PASTE, EDIT_ROTATE, EDIT_REPLACE, EDIT_DELCUBE, EDIT_REMIP, EDIT_VSLOT, EDIT_UNDO, EDIT_REDO };
struct selinfo
{
int corner;
int cx, cxs, cy, cys;
ivec o, s;
int grid, orient;
selinfo() : corner(0), cx(0), cxs(0), cy(0), cys(0), o(0, 0, 0), s(0, 0, 0), grid(8), orient(0) {}
int size() const { return s.x*s.y*s.z; }
int us(int d) const { return s[d]*grid; }
bool operator==(const selinfo &sel) const { return o==sel.o && s==sel.s && grid==sel.grid && orient==sel.orient; }
bool validate()
{
extern int worldsize;
if(grid <= 0 || grid >= worldsize) return false;
if(o.x >= worldsize || o.y >= worldsize || o.z >= worldsize) return false;
if(o.x < 0) { s.x -= (grid - 1 - o.x)/grid; o.x = 0; }
if(o.y < 0) { s.y -= (grid - 1 - o.y)/grid; o.y = 0; }
if(o.z < 0) { s.z -= (grid - 1 - o.z)/grid; o.z = 0; }
s.x = clamp(s.x, 0, (worldsize - o.x)/grid);
s.y = clamp(s.y, 0, (worldsize - o.y)/grid);
s.z = clamp(s.z, 0, (worldsize - o.z)/grid);
return s.x > 0 && s.y > 0 && s.z > 0;
}
};
struct editinfo;
extern editinfo *localedit;
extern bool editmode;
extern int shouldpacktex(int index);
extern bool packeditinfo(editinfo *e, int &inlen, uchar *&outbuf, int &outlen);
extern bool unpackeditinfo(editinfo *&e, const uchar *inbuf, int inlen, int outlen);
extern void freeeditinfo(editinfo *&e);
extern void pruneundos(int maxremain = 0);
extern bool packundo(int op, int &inlen, uchar *&outbuf, int &outlen);
extern bool unpackundo(const uchar *inbuf, int inlen, int outlen);
extern bool noedit(bool view = false, bool msg = true);
extern void toggleedit(bool force = true);
extern void mpeditface(int dir, int mode, selinfo &sel, bool local);
extern void mpedittex(int tex, int allfaces, selinfo &sel, bool local);
extern bool mpedittex(int tex, int allfaces, selinfo &sel, ucharbuf &buf);
extern void mpeditmat(int matid, int filter, selinfo &sel, bool local);
extern void mpflip(selinfo &sel, bool local);
extern void mpcopy(editinfo *&e, selinfo &sel, bool local);
extern void mppaste(editinfo *&e, selinfo &sel, bool local);
extern void mprotate(int cw, selinfo &sel, bool local);
extern void mpreplacetex(int oldtex, int newtex, bool insel, selinfo &sel, bool local);
extern bool mpreplacetex(int oldtex, int newtex, bool insel, selinfo &sel, ucharbuf &buf);
extern void mpdelcube(selinfo &sel, bool local);
extern bool mpeditvslot(int delta, int allfaces, selinfo &sel, ucharbuf &buf);
extern void mpremip(bool local);
// texture
struct VSlot;
extern void packvslot(vector<uchar> &buf, int index);
extern void packvslot(vector<uchar> &buf, const VSlot *vs);
// command
extern int variable(const char *name, int min, int cur, int max, int *storage, identfun fun, int flags);
extern float fvariable(const char *name, float min, float cur, float max, float *storage, identfun fun, int flags);
extern char *svariable(const char *name, const char *cur, char **storage, identfun fun, int flags);
extern void setvar(const char *name, int i, bool dofunc = true, bool doclamp = true);
extern void setfvar(const char *name, float f, bool dofunc = true, bool doclamp = true);
extern void setsvar(const char *name, const char *str, bool dofunc = true);
extern void setvarchecked(ident *id, int val);
extern void setfvarchecked(ident *id, float val);
extern void setsvarchecked(ident *id, const char *val);
extern void touchvar(const char *name);
extern int getvar(const char *name);
extern int getvarmin(const char *name);
extern int getvarmax(const char *name);
extern bool identexists(const char *name);
extern ident *getident(const char *name);
extern ident *newident(const char *name, int flags = 0);
extern ident *readident(const char *name);
extern ident *writeident(const char *name, int flags = 0);
extern bool addcommand(const char *name, identfun fun, const char *narg);
extern bool addkeyword(int type, const char *name);
extern uint *compilecode(const char *p);
extern void keepcode(uint *p);
extern void freecode(uint *p);
extern void executeret(const uint *code, tagval &result = *commandret);
extern void executeret(const char *p, tagval &result = *commandret);
extern void executeret(ident *id, tagval *args, int numargs, bool lookup = false, tagval &result = *commandret);
extern char *executestr(const uint *code);
extern char *executestr(const char *p);
extern char *executestr(ident *id, tagval *args, int numargs, bool lookup = false);
extern char *execidentstr(const char *name, bool lookup = false);
extern int execute(const uint *code);
extern int execute(const char *p);
extern int execute(ident *id, tagval *args, int numargs, bool lookup = false);
extern int execident(const char *name, int noid = 0, bool lookup = false);
extern bool executebool(const uint *code);
extern bool executebool(const char *p);
extern bool executebool(ident *id, tagval *args, int numargs, bool lookup = false);
extern bool execidentbool(const char *name, bool noid = false, bool lookup = false);
extern bool execfile(const char *cfgfile, bool msg = true);
extern void alias(const char *name, const char *action);
extern void alias(const char *name, tagval &v);
extern const char *getalias(const char *name);
extern const char *escapestring(const char *s);
extern const char *escapeid(const char *s);
static inline const char *escapeid(ident &id) { return escapeid(id.name); }
extern bool validateblock(const char *s);
extern void explodelist(const char *s, vector<char *> &elems, int limit = -1);
extern char *indexlist(const char *s, int pos);
extern int listlen(const char *s);
extern void printvar(ident *id);
extern void printvar(ident *id, int i);
extern void printfvar(ident *id, float f);
extern void printsvar(ident *id, const char *s);
extern int clampvar(ident *id, int i, int minval, int maxval);
extern float clampfvar(ident *id, float f, float minval, float maxval);
extern void loopiter(ident *id, identstack &stack, const tagval &v);
extern void loopend(ident *id, identstack &stack);
#define loopstart(id, stack) if((id)->type != ID_ALIAS) return; identstack stack;
static inline void loopiter(ident *id, identstack &stack, int i) { tagval v; v.setint(i); loopiter(id, stack, v); }
static inline void loopiter(ident *id, identstack &stack, float f) { tagval v; v.setfloat(f); loopiter(id, stack, v); }
static inline void loopiter(ident *id, identstack &stack, const char *s) { tagval v; v.setstr(newstring(s)); loopiter(id, stack, v); }
// console
enum
{
CON_INFO = 1<<0,
CON_WARN = 1<<1,
CON_ERROR = 1<<2,
CON_DEBUG = 1<<3,
CON_INIT = 1<<4,
CON_ECHO = 1<<5,
CON_FLAGS = 0xFFFF,
CON_TAG_SHIFT = 16,
CON_TAG_MASK = (0x7FFF << CON_TAG_SHIFT)
};
extern void conoutf(const char *s, ...) PRINTFARGS(1, 2);
extern void conoutf(int type, const char *s, ...) PRINTFARGS(2, 3);
extern void conoutf(int type, int tag, const char *s, ...) PRINTFARGS(3, 4);
extern void conoutfv(int type, const char *fmt, va_list args);
extern FILE *getlogfile();
extern void setlogfile(const char *fname);
extern void closelogfile();
extern void logoutfv(const char *fmt, va_list args);
extern void logoutf(const char *fmt, ...) PRINTFARGS(1, 2);
// menus
extern vec menuinfrontofplayer();
extern void newgui(char *name, char *contents, char *header = NULL, char *init = NULL);
extern void showgui(const char *name);
extern int cleargui(int n = 0);
// octa
extern int lookupmaterial(const vec &o);
static inline bool insideworld(const vec &o)
{
extern int worldsize;
return o.x>=0 && o.x<worldsize && o.y>=0 && o.y<worldsize && o.z>=0 && o.z<worldsize;
}
static inline bool insideworld(const ivec &o)
{
extern int worldsize;
return uint(o.x)<uint(worldsize) && uint(o.y)<uint(worldsize) && uint(o.z)<uint(worldsize);
}
// world
extern bool emptymap(int factor, bool force, const char *mname = "", bool usecfg = true);
extern bool enlargemap(bool force);
extern int findentity(int type, int index = 0, int attr1 = -1, int attr2 = -1);
extern void findents(int low, int high, bool notspawned, const vec &pos, const vec &radius, vector<int> &found);
extern void mpeditent(int i, const vec &o, int type, int attr1, int attr2, int attr3, int attr4, int attr5, bool local);
extern vec getselpos();
extern int getworldsize();
extern int getmapversion();
extern void renderentcone(const extentity &e, const vec &dir, float radius, float angle);
extern void renderentarrow(const extentity &e, const vec &dir, float radius);
extern void renderentattachment(const extentity &e);
extern void renderentsphere(const extentity &e, float radius);
extern void renderentring(const extentity &e, float radius, int axis = 0);
// main
extern void fatal(const char *s, ...) PRINTFARGS(1, 2);
// rendertext
extern bool setfont(const char *name);
extern void pushfont();
extern bool popfont();
extern void gettextres(int &w, int &h);
extern void draw_text(const char *str, int left, int top, int r = 255, int g = 255, int b = 255, int a = 255, int cursor = -1, int maxwidth = -1);
extern void draw_textf(const char *fstr, int left, int top, ...) PRINTFARGS(1, 4);
extern float text_widthf(const char *str);
extern void text_boundsf(const char *str, float &width, float &height, int maxwidth = -1);
extern int text_visible(const char *str, float hitx, float hity, int maxwidth);
extern void text_posf(const char *str, int cursor, float &cx, float &cy, int maxwidth);
static inline int text_width(const char *str)
{
return int(ceil(text_widthf(str)));
}
static inline void text_bounds(const char *str, int &width, int &height, int maxwidth = -1)
{
float widthf, heightf;
text_boundsf(str, widthf, heightf, maxwidth);
width = int(ceil(widthf));
height = int(ceil(heightf));
}
static inline void text_pos(const char *str, int cursor, int &cx, int &cy, int maxwidth)
{
float cxf, cyf;
text_posf(str, cursor, cxf, cyf, maxwidth);
cx = int(cxf);
cy = int(cyf);
}
// renderva
enum
{
DL_SHRINK = 1<<0,
DL_EXPAND = 1<<1,
DL_FLASH = 1<<2
};
extern void adddynlight(const vec &o, float radius, const vec &color, int fade = 0, int peak = 0, int flags = 0, float initradius = 0, const vec &initcolor = vec(0, 0, 0), physent *owner = NULL);
extern void dynlightreaching(const vec &target, vec &color, vec &dir, bool hud = false);
extern void removetrackeddynlights(physent *owner = NULL);
// rendergl
extern physent *camera1;
extern vec worldpos, camdir, camright, camup;
extern void disablezoom();
extern vec calcavatarpos(const vec &pos, float dist);
extern vec calcmodelpreviewpos(const vec &radius, float &yaw);
extern void damageblend(int n);
extern void damagecompass(int n, const vec &loc);
extern void cleardamagescreen();
extern vec minimapcenter, minimapradius, minimapscale;
extern void bindminimap();
extern matrix4 hudmatrix;
extern void resethudmatrix();
extern void pushhudmatrix();
extern void flushhudmatrix(bool flushparams = true);
extern void pophudmatrix(bool flush = true, bool flushparams = true);
extern void pushhudscale(float sx, float sy = 0);
extern void pushhudtranslate(float tx, float ty, float sx = 0, float sy = 0);
// renderparticles
enum
{
PART_BLOOD = 0,
PART_WATER,
PART_SMOKE,
PART_STEAM,
PART_FLAME,
PART_FIREBALL1, PART_FIREBALL2, PART_FIREBALL3,
PART_STREAK, PART_LIGHTNING,
PART_EXPLOSION, PART_EXPLOSION_BLUE,
PART_SPARK, PART_EDIT,
PART_SNOW,
PART_MUZZLE_FLASH1, PART_MUZZLE_FLASH2, PART_MUZZLE_FLASH3,
PART_HUD_ICON,
PART_HUD_ICON_GREY,
PART_TEXT,
PART_TEXT_ICON,
PART_METER, PART_METER_VS,
PART_LENS_FLARE
};
extern bool canaddparticles();
extern void regular_particle_splash(int type, int num, int fade, const vec &p, int color = 0xFFFFFF, float size = 1.0f, int radius = 150, int gravity = 2, int delay = 0);
extern void regular_particle_flame(int type, const vec &p, float radius, float height, int color, int density = 3, float scale = 2.0f, float speed = 200.0f, float fade = 600.0f, int gravity = -15);
extern void particle_splash(int type, int num, int fade, const vec &p, int color = 0xFFFFFF, float size = 1.0f, int radius = 150, int gravity = 2);
extern void particle_trail(int type, int fade, const vec &from, const vec &to, int color = 0xFFFFFF, float size = 1.0f, int gravity = 20);
extern void particle_text(const vec &s, const char *t, int type, int fade = 2000, int color = 0xFFFFFF, float size = 2.0f, int gravity = 0, int offset = 0);
extern void particle_textcopy(const vec &s, const char *t, int type, int fade = 2000, int color = 0xFFFFFF, float size = 2.0f, int gravity = 0);
extern void particle_texticon(const vec &s, int ix, int iy, float offset, int type, int fade = 2000, int color = 0xFFFFFF, float size = 2.0f, int gravity = 0);
extern void particle_icon(const vec &s, int ix, int iy, int type, int fade = 2000, int color = 0xFFFFFF, float size = 2.0f, int gravity = 0);
extern void particle_meter(const vec &s, float val, int type, int fade = 1, int color = 0xFFFFFF, int color2 = 0xFFFFF, float size = 2.0f);
extern void particle_flare(const vec &p, const vec &dest, int fade, int type, int color = 0xFFFFFF, float size = 0.28f, physent *owner = NULL);
extern void particle_fireball(const vec &dest, float max, int type, int fade = -1, int color = 0xFFFFFF, float size = 4.0f);
extern void removetrackedparticles(physent *owner = NULL);
// decal
enum
{
DECAL_SCORCH = 0,
DECAL_BLOOD,
DECAL_BULLET
};
extern void adddecal(int type, const vec ¢er, const vec &surface, float radius, const bvec &color = bvec(0xFF, 0xFF, 0xFF), int info = 0);
// worldio
extern bool load_world(const char *mname, const char *cname = NULL);
extern bool save_world(const char *mname, bool nolms = false);
extern void fixmapname(char *name);
extern void getmapfilenames(const char *fname, const char *cname, char *pakname, char *mapname, char *cfgname);
extern uint getmapcrc();
extern void clearmapcrc();
extern bool loadents(const char *fname, vector<entity> &ents, uint *crc = NULL);
// physics
extern vec collidewall;
extern int collideinside;
extern physent *collideplayer;
extern void moveplayer(physent *pl, int moveres, bool local);
extern bool moveplayer(physent *pl, int moveres, bool local, int curtime);
extern bool collide(physent *d, const vec &dir = vec(0, 0, 0), float cutoff = 0.0f, bool playercol = true, bool insideplayercol = false);
extern bool bounce(physent *d, float secs, float elasticity, float waterfric, float grav);
extern bool bounce(physent *d, float elasticity, float waterfric, float grav);
extern void avoidcollision(physent *d, const vec &dir, physent *obstacle, float space);
extern bool overlapsdynent(const vec &o, float radius);
extern bool movecamera(physent *pl, const vec &dir, float dist, float stepdist);
extern void physicsframe();
extern void dropenttofloor(entity *e);
extern bool droptofloor(vec &o, float radius, float height);
extern void vecfromyawpitch(float yaw, float pitch, int move, int strafe, vec &m);
extern void vectoyawpitch(const vec &v, float &yaw, float &pitch);
extern bool moveplatform(physent *p, const vec &dir);
extern void updatephysstate(physent *d);
extern void cleardynentcache();
extern void updatedynentcache(physent *d);
extern bool entinmap(dynent *d, bool avoidplayers = false);
extern void findplayerspawn(dynent *d, int forceent = -1, int tag = 0);
// sound
enum
{
SND_MAP = 1<<0,
SND_NO_ALT = 1<<1,
SND_USE_ALT = 1<<2
};
extern int playsound(int n, const vec *loc = NULL, extentity *ent = NULL, int flags = 0, int loops = 0, int fade = 0, int chanid = -1, int radius = 0, int expire = -1);
extern int playsoundname(const char *s, const vec *loc = NULL, int vol = 0, int flags = 0, int loops = 0, int fade = 0, int chanid = -1, int radius = 0, int expire = -1);
extern void preloadsound(int n);
extern void preloadmapsound(int n);
extern bool stopsound(int n, int chanid, int fade = 0);
extern void stopsounds();
extern void initsound();
// rendermodel
enum { MDL_CULL_VFC = 1<<0, MDL_CULL_DIST = 1<<1, MDL_CULL_OCCLUDED = 1<<2, MDL_CULL_QUERY = 1<<3, MDL_SHADOW = 1<<4, MDL_DYNSHADOW = 1<<5, MDL_LIGHT = 1<<6, MDL_DYNLIGHT = 1<<7, MDL_FULLBRIGHT = 1<<8, MDL_NORENDER = 1<<9, MDL_LIGHT_FAST = 1<<10, MDL_HUD = 1<<11, MDL_GHOST = 1<<12 };
struct model;
struct modelattach
{
const char *tag, *name;
int anim, basetime;
vec *pos;
model *m;
modelattach() : tag(NULL), name(NULL), anim(-1), basetime(0), pos(NULL), m(NULL) {}
modelattach(const char *tag, const char *name, int anim = -1, int basetime = 0) : tag(tag), name(name), anim(anim), basetime(basetime), pos(NULL), m(NULL) {}
modelattach(const char *tag, vec *pos) : tag(tag), name(NULL), anim(-1), basetime(0), pos(pos), m(NULL) {}
};
extern void startmodelbatches();
extern void endmodelbatches();
extern void rendermodel(entitylight *light, const char *mdl, int anim, const vec &o, float yaw = 0, float pitch = 0, int cull = MDL_CULL_VFC | MDL_CULL_DIST | MDL_CULL_OCCLUDED | MDL_LIGHT, dynent *d = NULL, modelattach *a = NULL, int basetime = 0, int basetime2 = 0, float trans = 1);
extern void abovemodel(vec &o, const char *mdl);
extern void rendershadow(dynent *d);
extern void renderclient(dynent *d, const char *mdlname, modelattach *attachments, int hold, int attack, int attackdelay, int lastaction, int lastpain, float fade = 1, bool ragdoll = false);
extern void interpolateorientation(dynent *d, float &interpyaw, float &interppitch);
extern void setbbfrommodel(dynent *d, const char *mdl);
extern const char *mapmodelname(int i);
extern model *loadmodel(const char *name, int i = -1, bool msg = false);
extern void preloadmodel(const char *name);
extern void flushpreloadedmodels(bool msg = true);
// ragdoll
extern void moveragdoll(dynent *d);
extern void cleanragdoll(dynent *d);
// server
#define MAXCLIENTS 128 // DO NOT set this any higher
#define MAXTRANS 5000 // max amount of data to swallow in 1 go
extern int maxclients;
enum { DISC_NONE = 0, DISC_EOP, DISC_LOCAL, DISC_KICK, DISC_MSGERR, DISC_IPBAN, DISC_PRIVATE, DISC_MAXCLIENTS, DISC_TIMEOUT, DISC_OVERFLOW, DISC_PASSWORD, DISC_NUM };
extern void *getclientinfo(int i);
extern ENetPeer *getclientpeer(int i);
extern ENetPacket *sendf(int cn, int chan, const char *format, ...);
extern ENetPacket *sendfile(int cn, int chan, stream *file, const char *format = "", ...);
extern void sendpacket(int cn, int chan, ENetPacket *packet, int exclude = -1);
extern void flushserver(bool force);
extern int getservermtu();
extern int getnumclients();
extern uint getclientip(int n);
extern void localconnect();
extern const char *disconnectreason(int reason);
extern void disconnect_client(int n, int reason);
extern void kicknonlocalclients(int reason = DISC_NONE);
extern bool hasnonlocalclients();
extern bool haslocalclients();
extern void sendserverinforeply(ucharbuf &p);
extern bool requestmaster(const char *req);
extern bool requestmasterf(const char *fmt, ...) PRINTFARGS(1, 2);
extern bool isdedicatedserver();
// client
extern void sendclientpacket(ENetPacket *packet, int chan);
extern void flushclient();
extern void disconnect(bool async = false, bool cleanup = true);
extern bool isconnected(bool attempt = false, bool local = true);
extern const ENetAddress *connectedpeer();
extern bool multiplayer(bool msg = true);
extern void neterr(const char *s, bool disc = true);
extern void gets2c();
extern void notifywelcome();
// crypto
extern void genprivkey(const char *seed, vector<char> &privstr, vector<char> &pubstr);
extern bool calcpubkey(const char *privstr, vector<char> &pubstr);
extern bool hashstring(const char *str, char *result, int maxlen);
extern void answerchallenge(const char *privstr, const char *challenge, vector<char> &answerstr);
extern void *parsepubkey(const char *pubstr);
extern void freepubkey(void *pubkey);
extern void *genchallenge(void *pubkey, const void *seed, int seedlen, vector<char> &challengestr);
extern void freechallenge(void *answer);
extern bool checkchallenge(const char *answerstr, void *correct);
// 3dgui
struct Texture;
struct VSlot;
enum { G3D_DOWN = 1, G3D_UP = 2, G3D_PRESSED = 4, G3D_ROLLOVER = 8, G3D_DRAGGED = 16 };
enum { EDITORFOCUSED = 1, EDITORUSED, EDITORFOREVER };
struct g3d_gui
{
virtual ~g3d_gui() {}
virtual void start(int starttime, float basescale, int *tab = NULL, bool allowinput = true) = 0;
virtual void end() = 0;
virtual int text(const char *text, int color, const char *icon = NULL) = 0;
int textf(const char *fmt, int color, const char *icon = NULL, ...) PRINTFARGS(2, 5)
{
defvformatstring(str, icon, fmt);
return text(str, color, icon);
}
virtual int button(const char *text, int color, const char *icon = NULL) = 0;
int buttonf(const char *fmt, int color, const char *icon = NULL, ...) PRINTFARGS(2, 5)
{
defvformatstring(str, icon, fmt);
return button(str, color, icon);
}
virtual int title(const char *text, int color, const char *icon = NULL) = 0;
int titlef(const char *fmt, int color, const char *icon = NULL, ...) PRINTFARGS(2, 5)
{
defvformatstring(str, icon, fmt);
return title(str, color, icon);
}
virtual void background(int color, int parentw = 0, int parenth = 0) = 0;
virtual void pushlist() {}
virtual void poplist() {}
virtual bool allowautotab(bool on) = 0;
virtual bool shouldtab() { return false; }
virtual void tab(const char *name = NULL, int color = 0) = 0;
virtual int image(Texture *t, float scale, const char *overlaid = NULL) = 0;
virtual int texture(VSlot &vslot, float scale, bool overlaid = true) = 0;
virtual int playerpreview(int model, int team, int weap, float scale, const char *overlaid = NULL) { return 0; }
virtual int modelpreview(const char *name, int anim, float scale, const char *overlaid = NULL, bool throttle = false) { return 0; }
virtual int prefabpreview(const char *prefab, const vec &color, float scale, const char *overlaid = NULL, bool throttle = false) { return 0; }
virtual void slider(int &val, int vmin, int vmax, int color, const char *label = NULL) = 0;
virtual void separator() = 0;
virtual void progress(float percent) = 0;
virtual void strut(float size) = 0;
virtual void space(float size) = 0;
virtual void spring(int weight = 1) = 0;
virtual void column(int col) = 0;
virtual char *keyfield(const char *name, int color, int length, int height = 0, const char *initval = NULL, int initmode = EDITORFOCUSED) = 0;
virtual char *field(const char *name, int color, int length, int height = 0, const char *initval = NULL, int initmode = EDITORFOCUSED) = 0;
virtual void textbox(const char *text, int width, int height, int color = 0xFFFFFF) = 0;
virtual bool mergehits(bool on) = 0;
};
struct g3d_callback
{
virtual ~g3d_callback() {}
int starttime() { return totalmillis; }
virtual void gui(g3d_gui &g, bool firstpass) = 0;
};
enum
{
GUI_2D = 1<<0,
GUI_FOLLOW = 1<<1,
GUI_FORCE_2D = 1<<2,
GUI_BOTTOM = 1<<3
};
extern void g3d_addgui(g3d_callback *cb, vec &origin, int flags = 0);
extern bool g3d_movecursor(int dx, int dy);
extern void g3d_cursorpos(float &x, float &y);
extern void g3d_resetcursor();
extern void g3d_limitscale(float scale);
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