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134 lines
2 KiB
C
134 lines
2 KiB
C
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/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
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#ifndef ENGINE_IF_MODC_H
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#define ENGINE_IF_MODC_H
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/**********************************************************************************
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Section: Client Hooks
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*********************************************************************************/
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/*
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Function: modc_preinit
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TODO
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*/
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void modc_preinit();
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/*
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Function: modc_init
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Called when the client starts.
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Remarks:
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The game should load resources that are used during the entire
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time of the game. No map is loaded.
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*/
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void modc_init();
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/*
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Function: modc_newsnapshot
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Called when the client progressed to a new snapshot.
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Remarks:
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The client can check for items in the snapshot and perform one time
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events like playing sounds, spawning client side effects etc.
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*/
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void modc_newsnapshot();
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/*
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Function: modc_entergame
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Called when the client has successfully connect to a server and
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loaded a map.
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Remarks:
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The client can check for items in the map and load them.
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*/
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void modc_entergame();
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/*
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Function: modc_shutdown
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Called when the client closes down.
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*/
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void modc_shutdown();
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/*
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Function: modc_render
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Called every frame to let the game render it self.
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*/
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void modc_render();
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/*
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Function: modc_statechange
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Called every time client changes state.
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*/
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void modc_statechange(int new_state, int old_state);
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/* undocumented callbacks */
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/*
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Function: modc_connected
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TODO
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Arguments:
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arg1 - desc
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Returns:
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See Also:
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<other_func>
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*/
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void modc_connected();
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/*
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Function: modc_message
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TODO
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Arguments:
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arg1 - desc
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Returns:
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See Also:
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<other_func>
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*/
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void modc_message(int msg);
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/*
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Function: modc_predict
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TODO
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Arguments:
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arg1 - desc
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Returns:
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See Also:
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<other_func>
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*/
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void modc_predict();
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/*
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Function: modc_snap_input
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TODO
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Arguments:
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arg1 - desc
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Returns:
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See Also:
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<other_func>
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*/
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int modc_snap_input(int *data);
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/*
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Function: modc_net_version
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TODO
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Arguments:
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arg1 - desc
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Returns:
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See Also:
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<other_func>
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*/
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const char *modc_net_version();
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#endif
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