HLSDK DLLAPI Notes



GameDLLInit

from dlls/game.cpp:
void GameDLLInit(void);

Register your console variables here.
This gets called one time when the game is initialied.
Initialize the game (one-time call after loading of game .dll)

comments:

Called just after hlds reports "Dll loaded for mod Half-Life".

DispatchSpawn

from dlls/cbase.cpp
int DispatchSpawn(edict_t *pent);

comments:

0==Success, -1==Failure ?

DispatchThink

from dlls/cbase.cpp
void DispatchThink(edict_t *pent);


DispatchUse

from dlls/cbase.cpp
void DispatchUse(edict_t *pentUsed, edict_t *pentOther);


DispatchTouch

from dlls/cbase.cpp
void DispatchTouch(edict_t *pentTouched, edict_t *pentOther);


DispatchBlocked

from dlls/cbase.cpp
void DispatchBlocked(edict_t *pentBlocked, edict_t *pentOther);


DispatchKeyValue

from dlls/cbase.cpp
void DispatchKeyValue(edict_t *pentKeyvalue, KeyValueData *pkvd);


DispatchSave

from dlls/cbase.cpp
void DispatchSave(edict_t *pent, SAVERESTOREDATA *pSaveData);


DispatchRestore

from dlls/cbase.cpp
int DispatchRestore(edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity);

comments:

0==Success, -1==Failure ?

DispatchObjectCollsionBox

from dlls/cbase.cpp
void DispatchObjectCollsionBox(edict_t *pent);


SaveWriteFields

from dlls/cbase.cpp
void SaveWriteFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount);


SaveReadFields

from dlls/cbase.cpp
void SaveReadFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount);


SaveGlobalState

from dlls/world.cpp
void SaveGlobalState(SAVERESTOREDATA *pSaveData);


RestoreGlobalState

from dlls/world.cpp
void RestoreGlobalState(SAVERESTOREDATA *pSaveData);


ResetGlobalState

from dlls/world.cpp
void ResetGlobalState(void);


ClientConnect

from dlls/client.cpp:
BOOL ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[128]);

Called when a player connects to a server.

comments:

Called on initial connect, just after hlds reports "connected", ie:
    "John<1><WON:9856723>" connected, address "127.0.0.1:27005"
This is before the user begins downloading, or anything else.

ClientDisconnect

from dlls/client.cpp:
void ClientDisconnect(edict_t *pEntity);

Called when a player disconnects from a server.
GLOBALS ASSUMED SET: g_fGameOver

comments:

This is not the opposite of ClientConnect, despite the similar name. It appears to only be called if the client was PutInServer first. If the client disconnects before being PutInServer, no API routine is called. This would be more appropriately named ClientRemoveFromServer.

ClientKill

from dlls/client.cpp:
void ClientKill(edict_t *pEntity);

Player entered the suicide command.
GLOBALS ASSUMED SET: g_ulModelIndexPlayer

comments:

When the client typed "kill" in the console?

ClientPutInServer

from dlls/client.cpp:
void ClientPutInServer(edict_t *pEntity);

Called each time a player is spawned.

comments:

Called after the client has uploaded/download all necessary resources, just after hlds reports "entered the game", ie:
   "John<1>" has entered the game

ClientCommand

from dlls/client.cpp:
void ClientCommand(edict_t *pEntity);

Called each time a player uses a "cmd" command. Use CMD_ARGS, CMD_ARGV, and CMD_ARGC to get pointers to the character string command.

ClientUserInfoChanged

from dlls/client.cpp:
void ClientUserInfoChanged(edict_t *pEntity, char *infobuffer);

Called after the player changes userinfo - gives dll a chance to modify it before it gets sent into the rest of the engine.

comments:

Called when user issues "setinfo" from the console. Also appears to be called whenever the user returns to the game from the ESC menu.

ServerActivate

from dlls/client.cpp:
void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax);

Every call to ServerActivate should be matched by a call to ServerDeactivate.

comments:

Added in SDK 2.0. Apparently called when the server has loaded the map, but before it precaches from the .res file.

ServerDeactivate

from dlls/client.cpp:
void ServerDeactivate(void);

Peform any shutdown operations here.
It's possible that the engine will call this function more times than is necessary. Therefore, only run it one time for each call to ServerActivate.

comments:

Called upon "quit" or "changelevel" .

PlayerPreThink

from dlls/client.cpp:
void PlayerPreThink(edict_t *pEntity);

Called every frame before physics are run.

PlayerPostThink

from dlls/client.cpp:
void PlayerPostThink(edict_t *pEntity);

Called every frame after physics are run.

StartFrame

from dlls/client.cpp:
void StartFrame(void);

GLOBALS ASSUMED SET: g_ulFrameCount

ParmsNewLevel

from dlls/client.cpp
void ParmsNewLevel(void);


ParmsChangeLevel

from dlls/client.cpp
void ParmsChangeLevel(void);


GetGameDescription

from dlls/client.cpp:
const char *GetGameDescription(void);

Returns string describing current .dll game.
Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2.
This function might be called before the world has spawned, and the game rules initialized.

PlayerCustomization

from dlls/client.cpp:
void PlayerCustomization(edict_t *pEntity, customization_t *pCust);

Notifies .dll of new customization for player.
A new player customization has been registered on the server. UNDONE: This only sets the # of frames of the spray can logo animation right now.

SpectatorConnect

from dlls/client.cpp:
void SpectatorConnect(edict_t *pEntity);

Called when spectator joins server.
A spectator has joined the game.

SpectatorDisconnect

from dlls/client.cpp:
void SpectatorDisconnect(edict_t *pEntity);

Called when spectator leaves the server.
A spectator has left the game.

SpectatorThink

from dlls/client.cpp:
void SpectatorThink(edict_t *pEntity);

Called when spectator sends a command packet (usercmd_t).
A spectator has sent a usercmd.

Sys_Error

from dlls/client.cpp:
void Sys_Error(const char *error_string);

Called when engine has encountered an error.
Notify game .dll that engine is going to shut down.
Engine is going to shut down, allows setting a breakpoint in game dll to catch that occasion.
Add code ( e.g., _asm { int 3 }; here to cause a breakpoint for debugging your game .dlls.

comments:

Added in SDK 2.0.

PM_Move

from pm_shared/pm_shared.c:
void PM_Move(struct playermove_s *ppmove, int server);

This modume implements the shared player physics code between any particular game and the engine. The same PM_Move routine is built into the game .dll and the client .dll and is invoked by each side as appropriate. There should be no distinction, internally, between server and client. This will ensure that prediction behaves appropriately.

comments:

Added in SDK 2.0.

PM_Init

from pm_shared/pm_shared.c:
void PM_Init(struct playermove_s *ppmove);

Server version of player movement initialization.

comments:

Added in SDK 2.0.

PM_FindTextureType

from pm_shared/pm_shared.c
char PM_FindTextureType(char *name);

comments:

Added in SDK 2.0.

SetupVisibility

from dlls/client.cpp:
void SetupVisibility(edict_t *pViewEntity, edict_t *pClient, unsigned char **pvs, unsigned char **pas);

from dlls/client.cpp:

Set up PVS and PAS for networking for this client.

A client can have a separate "view entity" indicating that his/her view should depend on the origin of that view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current entity's origin is used. Either is offset by the view_ofs to get the eye position.

From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could override the actual PAS or PVS values, or use a different origin.

NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame

comments:

Added in SDK 2.0.

UpdateClientData

from dlls/client.cpp:
void UpdateClientData (const struct edict_s *ent, int sendweapons, struct clientdata_s *cd);

Set up data sent only to specific client.
Data sent to current client only.
Engine sets argument 'cd' to 0 before calling.

comments:

Added in SDK 2.0.

AddToFullPack

from dlls/client.cpp:
int AddToFullPack(struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet);

Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise.

State is the server maintained copy of the state info that is transmitted to the client. A MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc.

Arguments 'e' and 'ent' are the entity that is being added to the update, if 1 is returneds. Host is the player's edict of the player whom we are sending the update to. Player is 1 if the ent/e is a player and 0 otherwise. Argument 'pSet' is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS.

We could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame.

comments:

Added in SDK 2.0.

CreateBaseline

from dlls/client.cpp:
void CreateBaseline(int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs);

Tweak entity baseline for network encoding, allows setup of player baselines, too.
Creates baselines used for network encoding, especially for player data since players are not spawned until connect time.

comments:

Added in SDK 2.0.

RegisterEncoders

from dlls/client.cpp:
void RegisterEncoders(void);

Callbacks for network encoding.
Allows game .dll to override network encoding of certain types of entities and tweak values, etc.

comments:

Added in SDK 2.0.

GetWeaponData

from dlls/client.cpp
int GetWeaponData(struct edict_s *player, struct weapon_data_s *info);

comments:

Added in SDK 2.0.

CmdStart

from dlls/client.cpp:
void CmdStart(const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed);

We're about to run this usercmd for the specified player. We can set up groupinfo and masking here, etc. This is the time to examine the usercmd for anything extra. This call happens even if think does not.

comments:

Added in SDK 2.0.

CmdEnd

from dlls/client.cpp:
void CmdEnd (const edict_t *player);

Each cmdstart is exactly matched with a cmd end, clean up any group trace flags, etc. here.

comments:

Added in SDK 2.0.

ConnectionlessPacket

from dlls/client.cpp:
int ConnectionlessPacket(const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size);
Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max size of the response_buffer, so you must zero it out if you choose not to respond.

comments:

Added in SDK 2.0.

GetHullBounds

from dlls/client.cpp:
int GetHullBounds(int hullnumber, float *mins, float *maxs);

Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.

comments:

Added in SDK 2.0.

CreateInstancedBaselines

from dlls/client.cpp:
void CreateInstancedBaselines (void);

Tweak entity baseline for network encoding, allows setup of player baselines, too.
Create pseudo-baselines for items that aren't placed in the map at spawn time, but which are likely to be created during play (e.g., grenades, ammo packs, projectiles, corpses, etc.).

comments:

Added in SDK 2.0.

InconsistentFile

from dlls/client.cpp:
int InconsistentFile(const edict_t *player, const char *filename, char *disconnect_message);
One of the ENGINE_FORCE_UNMODIFIED files failed the consistency check for the specified player Return 0 to allow the client to continue, 1 to force immediate disconnection (with an optional disconnect message of up to 256 characters).

comments:

Added in SDK 2.0.

AllowLagCompensation

from dlls/client.cpp:
int AllowLagCompensation(void);

The game .dll should return 1 if lag compensation should be allowed (could also just set the sv_unlag cvar. Most games right now should return 0, until client-side weapon prediction code is written and tested for them (note you can predict weapons, but not do lag compensation, too, if you want.

comments:

Added in SDK 2.0.