/* ======== sample_mm ======== * Copyright (C) 2004-2005 Metamod:Source Development Team * No warranties of any kind * * License: zlib/libpng * * Author(s): David "BAILOPAN" Anderson * ============================ */ #ifndef _INCLUDE_SAMPLEPLUGIN_H #define _INCLUDE_SAMPLEPLUGIN_H #include #include #include #define SAMPLE_VERSION "1.10" class SamplePlugin : public ISmmPlugin { public: bool Load(PluginId id, ISmmAPI *ismm, factories *list, char *error, size_t maxlen); bool Unload(char *error, size_t maxlen); void AllPluginsLoaded(); bool Pause(char *error, size_t maxlen) { return true; } bool Unpause(char *error, size_t maxlen) { return true; } public: int GetApiVersion() { return PLAPI_VERSION; } public: const char *GetAuthor() { return "BAILOPAN"; } const char *GetName() { return "Sample Plugin"; } const char *GetDescription() { return "Sample plugin that hooks basic things"; } const char *GetURL() { return "http://www.sourcemm.net/"; } const char *GetLicense() { return "zlib/libpng"; } const char *GetVersion() { return SAMPLE_VERSION; } const char *GetDate() { return __DATE__; } const char *GetLogTag() { return "SAMPLE"; } public: //These functions are from IServerPluginCallbacks //Note, the parameters might be a little different to match the actual calls! //Called on LevelInit. Server plugins only have pMapName bool LevelInit(const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background); //Called on ServerActivate. Same definition as server plugins void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax); //Called on a game tick. Same definition as server plugins void GameFrame(bool simulating); //Called on level shutdown. Same definition as server plugins void LevelShutdown(void); //Client is activate (whatever that means). We get an extra parameter... // "If bLoadGame is true, don't spawn the player because its state is already setup." void ClientActive(edict_t *pEntity, bool bLoadGame); //Client disconnects - same as server plugins void ClientDisconnect(edict_t *pEntity); //Client is put in server - same as server plugins void ClientPutInServer(edict_t *pEntity, char const *playername); //Sets the client index - same as server plugins void SetCommandClient(int index); //Called on client settings changed (duh) - same as server plugins void ClientSettingsChanged(edict_t *pEdict); //Called on client connect. Unlike server plugins, we return whether the // connection is allowed rather than set it through a pointer in the first parameter. // You can still supercede the GameDLL through RETURN_META_VALUE(MRES_SUPERCEDE, true/false) bool ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen); //Called when a client uses a command. Unlike server plugins, it's void. // You can still supercede the gamedll through RETURN_META(MRES_SUPERCEDE). void ClientCommand(edict_t *pEntity); private: IGameEventManager2 *m_GameEventManager; IVEngineServer *m_Engine; IServerGameDLL *m_ServerDll; IServerGameClients *m_ServerClients; SourceHook::CallClass *m_Engine_CC; }; extern SamplePlugin g_SamplePlugin; PLUGIN_GLOBALVARS(); bool FireEvent_Handler(IGameEvent *event, bool bDontBroadcast); #endif //_INCLUDE_SAMPLEPLUGIN_H