65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
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//////////////////////////////////////////////////////////////////////
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//
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// Crytek Source code
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// Copyright (c) Crytek 2001-2004
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//
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//////////////////////////////////////////////////////////////////////
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#ifndef _SCRIPTOBJECTCLIENT_H_
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#define _SCRIPTOBJECTCLIENT_H_
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#include <IScriptSystem.h>
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#include <_ScriptableEx.h>
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class CXClient;
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class CXGame;
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/*! This class implements script-functions for exposing the local client functionalities
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REMARKS:
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After initialization of the script-object it will be globally accessable through scripts using the namespace "Client".
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This object isn't instantiated on a dedicated server
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Example:
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Server.SpawnEntity("Rocket");
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IMPLEMENTATIONS NOTES:
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These function will never be called from C-Code. They're script-exclusive.
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*/
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class CScriptObjectClient :
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public _ScriptableEx<CScriptObjectClient>
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{
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public:
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CScriptObjectClient();
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virtual ~CScriptObjectClient();
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void Create(IScriptSystem *pScriptSystem,CXGame *pGame,CXClient *pClient);
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static void InitializeTemplate(IScriptSystem *pSS);
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int GetGameStartTime(IFunctionHandler *pH);
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int GetGameState(IFunctionHandler *pH);
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int GetGameStateString(IFunctionHandler *pH);
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int CallVote(IFunctionHandler *pH);
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int Vote(IFunctionHandler *pH);
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int Kill(IFunctionHandler *pH);
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int JoinTeamRequest(IFunctionHandler *pH);
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int SendCommand(IFunctionHandler *pH);
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int GetPing(IFunctionHandler *pH);
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int Say(IFunctionHandler *pH);
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int SayTeam(IFunctionHandler *pH);
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int SayOne(IFunctionHandler *pH);
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int SetName(IFunctionHandler *pH);
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int GetSoundsEventsPos(IFunctionHandler *pH);
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int SetBitsPerSecond(IFunctionHandler *pH);
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int SetUpdateRate(IFunctionHandler *pH);
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int GetServerCPUTargetName(IFunctionHandler *pH);
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int GetServerOSTargetName(IFunctionHandler *pH);
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// to sync AI state for co-op
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int AIState(IFunctionHandler *pH);
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private: // -------------------------------------------------------------------
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CXClient * m_pClient; //!<
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CXGame * m_pGame; //!<
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IScriptObject * m_pSoundEventPos; //!<
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};
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#endif //_SCRIPTOBJECTCLIENT_H_
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