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