45 lines
1.6 KiB
C++
45 lines
1.6 KiB
C++
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef ISERVERFOUNDRY_H
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#define ISERVERFOUNDRY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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//-----------------------------------------------------------------------------
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// Purpose: exposed from Foundry (Hammer) to game DLL
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//-----------------------------------------------------------------------------
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class IServerFoundry : public IBaseInterface
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{
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public:
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// This is used when you load a savegame and use certain Hammer entities on top of the savegame data.
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virtual bool GetRestoredEntityReplacementData( int iHammerID, CUtlVector<char> &data ) = 0;
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virtual void OnFinishedRestoreSavegame() = 0;
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// Move Hammer's version of the entity.
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virtual void MoveEntityTo( int nHammerID, const Vector &vPos, const QAngle &vAngles ) = 0;
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// Move Hammer's 3D view to the specified position.
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virtual void MoveHammerViewTo( const Vector &vPos, const QAngle &vAngles ) = 0;
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// If the game is controlling the input, release it.
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virtual void EngineGetMouseControl() = 0;
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virtual void EngineReleaseMouseControl() = 0;
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// Select the specified entities in Hammer.
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virtual void SelectEntities( int *pHammerIDs, int nIDs ) = 0;
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// Simulate a mouse click in the center of the 3D view.
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virtual void SelectionClickInCenterOfView( const Vector &vPos, const QAngle &vAngles ) = 0;
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};
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#define VSERVERFOUNDRY_INTERFACE_VERSION "VSERVERFOUNDRY001"
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#endif // ISERVERFOUNDRY_H
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