Index
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I
 Image Formats
 IMAGE_INFO
 IMG_ALPHA
 IMG_AUTO
 IMG_RGB
 IMG_RGBA
 In depth
 Init
 inp_clear_events, INPUT_EVENT
 inp_clear_key_states, INPUT_EVENT
 inp_get_event, INPUT_EVENT
 inp_key_code, INPUT_EVENT
 inp_key_down, INPUT_EVENT
 inp_key_name, INPUT_EVENT
 inp_key_pressed, INPUT_EVENT
 inp_key_presses, INPUT_EVENT
 inp_key_releases, INPUT_EVENT
 inp_key_state, INPUT_EVENT
 inp_key_was_pressed, INPUT_EVENT
 inp_mouse_doubleclick, INPUT_EVENT
 inp_mouse_relative, INPUT_EVENT
 inp_mouse_scroll, INPUT_EVENT
 inp_num_events, INPUT_EVENT
 Input
 INPUT_EVENT
 insert_entity, Game World
 Inspection
 interserct_character, Game World
 Interval
L
 Lines
M
 Map
 map_find_item
 map_get_data
 map_get_data_swapped
 map_get_item
 map_get_type
 map_is_loaded
 map_num_items
 map_unload_data
 Messaging
 modc_connected
 modc_console_init
 modc_entergame
 modc_init
 modc_message
 modc_net_version
 modc_newsnapshot
 modc_predict
 modc_rcon_line
 modc_render
 modc_save_config
 modc_shutdown
 modc_snap_input
 modc_statechange
 mods_client_direct_input
 mods_client_drop
 mods_client_enter
 mods_client_predicted_input
 mods_connected
 mods_console_init
 mods_init
 mods_message
 mods_net_version
 mods_postsnap
 mods_presnap
 mods_shutdown
 mods_snap
 mods_tick
 mods_version
 msg_pack_end
 msg_pack_int
 msg_pack_raw
 msg_pack_start
 msg_pack_string
 msg_unpack_error
 msg_unpack_int
 msg_unpack_raw
 msg_unpack_string
N
 Network(Server)
O
 on_character_death, Game Controller
 on_character_spawn, Game Controller
 on_entity, Game Controller
 Other
 Overview
P
 pos, Entity
 Prediction
 proximity_radius, Entity
Q
 Quads
8-Bit uncompressed alpha
Lets the engine choose the format.
8-Bit uncompressed RGB
8-Bit uncompressed RGBA
void inp_clear_events()
TODO
void inp_clear_key_states()
TODO
INPUT_EVENT inp_get_event(int index)
TODO
int inp_key_code(const char *key_name)
TODO
int inp_key_down(int key)
TODO
const char *inp_key_name(int k)
TODO
int inp_key_pressed(int key)
Checks if a key is pressed.
int inp_key_presses(int key)
TODO
int inp_key_releases(int key)
TODO
int inp_key_state(int key)
TODO
int inp_key_was_pressed(int key)
TODO
int inp_mouse_doubleclick()
TODO
void inp_mouse_relative(int *x,
int *y)
Fetches the mouse movements.
int inp_mouse_scroll()
TODO
int inp_num_events()
TODO
void insert_entity(ENTITY *entity)
Adds an entity to the world.
modc_newsnapshot is called when a new snapshot has arrived for processing.
Finds the closest character that intersects the line.
The interval for how often a client recives a snapshot changes during the course of the connection.
void *map_find_item(int type,
int id)
Searches the map for an item.
void *map_get_data(int index)
Fetches a pointer to a raw data chunk in the map.
void *map_get_data_swapped(int index)
TODO
void *map_get_item(int index,
int *type,
int *id)
Gets an item from the loaded map from index.
void map_get_type(int type,
int *start,
int *num)
Gets the index range of an item type.
int map_is_loaded()
Checks if a map is loaded.
int map_num_items()
Checks the number of items in the loaded map.
void map_unload_data(int index)
TODO
void modc_connected()
TODO
void modc_console_init()
TODO
void modc_entergame()
Called when the client has successfully connect to a server and loaded a map.
void modc_init()
Called when the client starts.
void modc_message(int msg)
TODO
const char *modc_net_version()
TODO
void modc_newsnapshot()
Called when the client progressed to a new snapshot.
void modc_predict()
TODO
void modc_rcon_line(const char *line)
TODO
void modc_render()
Called every frame to let the game render it self.
void modc_save_config()
TODO
void modc_shutdown()
Called when the client closes down.
int modc_snap_input(int *data)
TODO
void modc_statechange(int new_state,
int old_state)
Called every time client changes state.
void mods_client_direct_input(int cid,
void *input)
Called when the server recives new input from a client.
void mods_client_drop(int cid)
Called when a client drops from the server.
void mods_client_enter(int cid)
Called when a client has joined the game.
void mods_client_predicted_input(int cid,
void *input)
Called when the server applys the predicted input on the client.
void mods_connected(int client_id)
TODO
void mods_console_init()
TODO
void mods_init()
Called when the server is started.
void mods_message(int msg,
int client_id)
TODO
const char *mods_net_version()
TODO
void mods_postsnap()
Called after the server is done sending the snapshots.
void mods_presnap()
Called before the server starts to construct snapshots for the clients.
void mods_shutdown()
Called when the server quits.
void mods_snap(int cid)
Called to create the snapshot for a client.
void mods_tick()
Called with a regular interval to progress the gameplay.
const char *mods_version()
TODO
void msg_pack_end()
TODO
void msg_pack_int(int i)
TODO
void msg_pack_raw(const void *data,
int size)
TODO
void msg_pack_start(int msg,
int flags)
TODO
void msg_pack_string(const char *p,
int limit)
TODO
int msg_unpack_error()
TODO
int msg_unpack_int()
TODO
const unsigned char *msg_unpack_raw(int size)
TODO
const char *msg_unpack_string()
TODO
virtual int on_character_death(class CHARACTER *victim,
class PLAYER *killer,
int weapon)
Called when a character in the world dies.
virtual void on_character_spawn(class CHARACTER *chr)
Called when a character spawns into the game world.
virtual bool on_entity(int index,
vec2 pos)
Called when the map is loaded to process an entity in the map.
vec2 pos
Contains the current posititon of the entity.
The engine calls modc_predict when reprediction is required.
float proximity_radius
Contains the physical size of the entity.
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