TODO
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 )
Checks if a key is pressed.
int inp_key_pressed( int key )
TODO
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()
Fetches the mouse movements.
void inp_mouse_relative( int * x, int * y )
TODO
int inp_mouse_scroll()
TODO
int inp_num_events()
Adds an entity to the world.
void insert_entity( ENTITY * entity )
Searches the map for an item.
void *map_find_item( int type, int id )
Fetches a pointer to a raw data chunk in the map.
void *map_get_data( int index )
TODO
void *map_get_data_swapped( int index )
Gets an item from the loaded map from index.
void *map_get_item( int index, int * type, int * id )
Gets the index range of an item type.
void map_get_type( int type, int * start, int * num )
Checks if a map is loaded.
int map_is_loaded()
Checks the number of items in the loaded map.
int map_num_items()
TODO
void map_unload_data( int index )
TODO
void modc_connected()
TODO
void modc_console_init()
Called when the client has successfully connect to a server and loaded a map.
void modc_entergame()
Called when the client starts.
void modc_init()
TODO
void modc_message( int msg )
TODO
const char *modc_net_version()
Called when the client progressed to a new snapshot.
void modc_newsnapshot()
TODO
void modc_predict()
TODO
void modc_rcon_line( const char * line )
Called every frame to let the game render it self.
void modc_render()
TODO
void modc_save_config()
Called when the client closes down.
void modc_shutdown()
TODO
int modc_snap_input( int * data )
Called every time client changes state.
void modc_statechange( int new_state, int old_state )
Called when the server recives new input from a client.
void mods_client_direct_input( int cid, void * input )
Called when a client drops from the server.
void mods_client_drop( int cid )
Called when a client has joined the game.
void mods_client_enter( int cid )
Called when the server applys the predicted input on the client.
void mods_client_predicted_input( int cid, void * input )
TODO
void mods_connected( int client_id )
TODO
void mods_console_init()
Called when the server is started.
void mods_init()
TODO
void mods_message( int msg, int client_id )
TODO
const char *mods_net_version()
Called after the server is done sending the snapshots.
void mods_postsnap()
Called before the server starts to construct snapshots for the clients.
void mods_presnap()
Called when the server quits.
void mods_shutdown()
Called to create the snapshot for a client.
void mods_snap( int cid )
Called with a regular interval to progress the gameplay.
void mods_tick()
TODO
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()
Called when a character in the world dies.
virtual int on_character_death( class CHARACTER * victim, class PLAYER * killer, int weapon )
Called when a character spawns into the game world.
virtual void on_character_spawn( class CHARACTER * chr )
Called when the map is loaded to process an entity in the map.
virtual bool on_entity( int index, vec2 pos )
Contains the current posititon of the entity.
vec2 pos
Contains the physical size of the entity.
float proximity_radius