#ifndef ANTIBOT_ANTIBOT_INTERFACE_H #define ANTIBOT_ANTIBOT_INTERFACE_H #include #ifndef ANTIBOTAPI #define ANTIBOTAPI DYNAMIC_IMPORT #endif #include "antibot_data.h" extern "C" { ANTIBOTAPI int AntibotAbiVersion(); ANTIBOTAPI void AntibotInit(CAntibotData *pCallbackData); ANTIBOTAPI void AntibotRoundStart(CAntibotRoundData *pRoundData); ANTIBOTAPI void AntibotRoundEnd(void); ANTIBOTAPI void AntibotUpdateData(void); ANTIBOTAPI void AntibotDestroy(void); ANTIBOTAPI void AntibotConsoleCommand(const char *pCommand); ANTIBOTAPI void AntibotOnPlayerInit(int ClientID); ANTIBOTAPI void AntibotOnPlayerDestroy(int ClientID); ANTIBOTAPI void AntibotOnSpawn(int ClientID); ANTIBOTAPI void AntibotOnHammerFireReloading(int ClientID); ANTIBOTAPI void AntibotOnHammerFire(int ClientID); ANTIBOTAPI void AntibotOnHammerHit(int ClientID, int TargetID); ANTIBOTAPI void AntibotOnDirectInput(int ClientID); ANTIBOTAPI void AntibotOnCharacterTick(int ClientID); ANTIBOTAPI void AntibotOnHookAttach(int ClientID, bool Player); ANTIBOTAPI void AntibotOnEngineTick(void); ANTIBOTAPI void AntibotOnEngineClientJoin(int ClientID, bool Sixup); ANTIBOTAPI void AntibotOnEngineClientDrop(int ClientID, const char *pReason); // Returns true if the message shouldn't be processed by the server. ANTIBOTAPI bool AntibotOnEngineClientMessage(int ClientID, const void *pData, int Size, int Flags); ANTIBOTAPI bool AntibotOnEngineServerMessage(int ClientID, const void *pData, int Size, int Flags); // Returns true if the server should simulate receiving a client message. ANTIBOTAPI bool AntibotOnEngineSimulateClientMessage(int *pClientID, void *pBuffer, int BufferSize, int *pOutSize, int *pFlags); } #endif // ANTIBOT_ANTIBOT_INTERFACE_H