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 )
Allocates memory.
void *mem_alloc_debug( const char * filename, int line, unsigned size, unsigned alignment )
Compares two blocks of memory
int mem_comp( const void * a, const void * b, int size )
Copies a a memory block.
void mem_copy( void * dest, const void * source, unsigned size )
Frees a block allocated through mem_alloc.
void mem_free( void * block )
Copies a a memory block
void mem_move( void * dest, const void * source, unsigned size )
Sets a complete memory block to 0
void mem_zero( void * block, unsigned size )
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()