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fe082b9a6a
E.g. allow it to see the messages the server sends.
40 lines
1.7 KiB
C
40 lines
1.7 KiB
C
#ifndef ANTIBOT_ANTIBOT_INTERFACE_H
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#define ANTIBOT_ANTIBOT_INTERFACE_H
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#include <base/dynamic.h>
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#ifndef ANTIBOTAPI
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#define ANTIBOTAPI DYNAMIC_IMPORT
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#endif
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#include "antibot_data.h"
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extern "C" {
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ANTIBOTAPI int AntibotAbiVersion();
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ANTIBOTAPI void AntibotInit(CAntibotData *pCallbackData);
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ANTIBOTAPI void AntibotRoundStart(CAntibotRoundData *pRoundData);
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ANTIBOTAPI void AntibotRoundEnd(void);
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ANTIBOTAPI void AntibotUpdateData(void);
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ANTIBOTAPI void AntibotDestroy(void);
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ANTIBOTAPI void AntibotDump(void);
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ANTIBOTAPI void AntibotOnPlayerInit(int ClientID);
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ANTIBOTAPI void AntibotOnPlayerDestroy(int ClientID);
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ANTIBOTAPI void AntibotOnSpawn(int ClientID);
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ANTIBOTAPI void AntibotOnHammerFireReloading(int ClientID);
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ANTIBOTAPI void AntibotOnHammerFire(int ClientID);
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ANTIBOTAPI void AntibotOnHammerHit(int ClientID);
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ANTIBOTAPI void AntibotOnDirectInput(int ClientID);
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ANTIBOTAPI void AntibotOnCharacterTick(int ClientID);
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ANTIBOTAPI void AntibotOnHookAttach(int ClientID, bool Player);
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ANTIBOTAPI void AntibotOnEngineTick(void);
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ANTIBOTAPI void AntibotOnEngineClientJoin(int ClientID, bool Sixup);
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ANTIBOTAPI void AntibotOnEngineClientDrop(int ClientID, const char *pReason);
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// Returns true if the message shouldn't be processed by the server.
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ANTIBOTAPI bool AntibotOnEngineClientMessage(int ClientID, const void *pData, int Size, int Flags);
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ANTIBOTAPI bool AntibotOnEngineServerMessage(int ClientID, const void *pData, int Size, int Flags);
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// Returns true if the server should simulate receiving a client message.
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ANTIBOTAPI bool AntibotOnEngineSimulateClientMessage(int *pClientID, void *pBuffer, int BufferSize, int *pOutSize, int *pFlags);
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}
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#endif // ANTIBOT_ANTIBOT_INTERFACE_H
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