Well, i figured you could do engine->functionname() and it would work. Atleast it did for CreateFakeClient.
So, i looked up where all functions where, eiface.h, doh. Here is a list:
Code:
//-----------------------------------------------------------------------------
// Purpose: Interface the engine exposes to the game DLL
//-----------------------------------------------------------------------------
class IVEngineServer
{
public:
// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 s2\n" )
virtual void ChangeLevel( const char *s1, const char *s2 ) = 0;
// Ask engine whether the specified map is a valid map file (exists and has valid version number).
virtual int IsMapValid( const char *filename ) = 0;
// Is this a dedicated server?
virtual bool IsDedicatedServer( void ) = 0;
// Is in Hammer editing mode?
virtual int IsInEditMode( void ) = 0;
// Add to the server/client lookup/precache table, the specified string is given a unique index
// NOTE: The indices for PrecacheModel are 1 based
// a 0 returned from those methods indicates the model or sound was not correctly precached
// However, generic and decal are 0 based
// If preload is specified, the file is loaded into the server/client's cache memory before level startup, otherwise
// it'll only load when actually used (which can cause a disk i/o hitch if it occurs during play of a level).
virtual int PrecacheModel( const char *s, bool preload = false ) = 0;
virtual int PrecacheSentenceFile( const char *s, bool preload = false ) = 0;
virtual int PrecacheDecal( const char *name, bool preload = false ) = 0;
virtual int PrecacheGeneric( const char *s, bool preload = false ) = 0;
// Check's if the name is precached, but doesn't actually precache the name if not...
virtual bool IsModelPrecached( char const *s ) const = 0;
virtual bool IsDecalPrecached( char const *s ) const = 0;
virtual bool IsGenericPrecached( char const *s ) const = 0;
// Note that sounds are precached using the IEngineSound interface
// Special purpose PVS checking
// Get the cluster # for the specified position
virtual int GetClusterForOrigin( const Vector &org ) = 0;
// Get the PVS bits for a specified cluster and copy the bits into outputpvs. Returns the number of bytes needed to pack the PVS
virtual int GetPVSForCluster( int cluster, int outputpvslength, unsigned char *outputpvs ) = 0;
// Check whether the specified origin is inside the specified PVS
virtual bool CheckOriginInPVS( const Vector &org, const unsigned char *checkpvs, int checkpvssize ) = 0;
// Check whether the specified worldspace bounding box is inside the specified PVS
virtual bool CheckBoxInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0;
// Returns the server assigned userid for this player. Useful for logging frags, etc.
// returns -1 if the edict couldn't be found in the list of players.
virtual int GetPlayerUserId( const edict_t *e ) = 0;
virtual const char *GetPlayerNetworkIDString( const edict_t *e ) = 0;
// Return the current number of used edict slots
virtual int GetEntityCount( void ) = 0;
// Given an edict, returns the entity index
virtual int IndexOfEdict( const edict_t *pEdict ) = 0;
// Given and entity index, returns the corresponding edict pointer
virtual edict_t *PEntityOfEntIndex( int iEntIndex ) = 0;
// Get stats info interface for a client netchannel
virtual INetChannelInfo* GetPlayerNetInfo( int playerIndex ) = 0;
// Allocate space for string and return index/offset of string in global string list
// If iForceEdictIndex is not -1, then it will return the edict with that index. If that edict index
// is already used, it'll return null.
virtual edict_t *CreateEdict( int iForceEdictIndex = -1 ) = 0;
// Remove the specified edict and place back into the free edict list
virtual void RemoveEdict( edict_t *e ) = 0;
// Memory allocation for entity class data
virtual void *PvAllocEntPrivateData( long cb ) = 0;
virtual void FreeEntPrivateData( void *pEntity ) = 0;
// Save/restore uses a special memory allocator (which zeroes newly allocated memory, etc.)
virtual void *SaveAllocMemory( size_t num, size_t size ) = 0;
virtual void SaveFreeMemory( void *pSaveMem ) = 0;
// Emit an ambient sound associated with the specified entity
virtual void EmitAmbientSound( int entindex, const Vector &pos, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f ) = 0;
// Fade out the client's volume level toward silence (or fadePercent)
virtual void FadeClientVolume( const edict_t *pEdict, float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds ) = 0;
// Sentences / sentence groups
virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0;
virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0;
virtual int SentenceIndexFromName( const char *pSentenceName ) = 0;
virtual const char *SentenceNameFromIndex( int sentenceIndex ) = 0;
virtual int SentenceGroupIndexFromName( const char *pGroupName ) = 0;
virtual const char *SentenceGroupNameFromIndex( int groupIndex ) = 0;
virtual float SentenceLength( int sentenceIndex ) = 0;
// Issue a command to the command parser as if it was typed at the server console.
virtual void ServerCommand( const char *str ) = 0;
// Execute any commands currently in the command parser immediately (instead of once per frame)
virtual void ServerExecute( void ) = 0;
// Issue the specified command to the specified client (mimics that client typing the command at the console).
virtual void ClientCommand( edict_t *pEdict, const char *szFmt, ... ) = 0;
// Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not
// change place in memory (use MAKE_STRING) for anything that's not compiled into your mod.
virtual void LightStyle( int style, const char *val ) = 0;
// Project a static decal onto the specified entity / model (for level placed decals in the .bsp)
virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, int entityIndex, int modelIndex, bool lowpriority ) = 0;
// Given the current PVS(or PAS) and origin, determine which players should hear/receive the message
virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ) = 0;
// Begin a message from a server side entity to its client side counterpart (func_breakable glass, e.g.)
virtual bf_write *EntityMessageBegin( int ent_index, ServerClass * ent_class, bool reliable ) = 0;
// Begin a usermessage from the server to the client .dll
virtual bf_write *UserMessageBegin( IRecipientFilter *filter, int msg_type ) = 0;
// Finish the Entity or UserMessage and dispatch to network layer
virtual void MessageEnd( void ) = 0;
// Print szMsg to the client console.
virtual void ClientPrintf( edict_t *pEdict, const char *szMsg ) = 0;
// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this)
// Prints the formatted string to the notification area of the screen ( down the right hand edge
// numbered lines starting at position 0
virtual void Con_NPrintf( int pos, const char *fmt, ... ) = 0;
// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
// Similar to Con_NPrintf, but allows specifying custom text color and duration information
virtual void Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... ) = 0;
// For ConCommand parsing or parsing client commands issued by players typing at their console
// Retrieves the raw command string (untokenized)
virtual const char *Cmd_Args( void ) = 0;
// Returns the number of tokens in the command string
virtual int Cmd_Argc( void ) = 0;
// Retrieves a specified token
virtual char *Cmd_Argv( int argc ) = 0;
// Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view)
virtual void SetView( const edict_t *pClient, const edict_t *pViewent ) = 0;
// Get a high precision timer for doing profiling work
virtual float Time( void ) = 0;
// Set the player's crosshair angle
virtual void CrosshairAngle( const edict_t *pClient, float pitch, float yaw ) = 0;
// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
virtual void GetGameDir( char *szGetGameDir, int maxlength ) = 0;
// Used by AI node graph code to determine if .bsp and .ain files are out of date
virtual int CompareFileTime( const char *filename1, const char *filename2, int *iCompare ) = 0;
// Locks/unlocks the network string tables (.e.g, when adding bots to server, this needs to happen).
// Be sure to reset the lock after executing your code!!!
virtual bool LockNetworkStringTables( bool lock ) = 0;
// Create a bot with the given name. Returns NULL if fake client can't be created
virtual edict_t *CreateFakeClient( const char *netname ) = 0;
// Get a convar keyvalue for s specified client
virtual const char *GetClientConVarValue( int clientIndex, const char *name ) = 0;
// Parse a token from a file
virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0;
// Copies a file
virtual bool CopyFile( const char *source, const char *destination ) = 0;
// Reset the pvs, pvssize is the size in bytes of the buffer pointed to by pvs.
// This should be called right before any calls to AddOriginToPVS
virtual void ResetPVS( byte *pvs, int pvssize ) = 0;
// Merge the pvs bits into the current accumulated pvs based on the specified origin ( not that each pvs origin has an 8 world unit fudge factor )
virtual void AddOriginToPVS( const Vector &origin ) = 0;
// Mark a specified area portal as open/closes
virtual void SetAreaPortalState( int portalNumber, int isOpen ) = 0;
// Queue a temp entity for transmission
virtual void PlaybackTempEntity( IRecipientFilter& filter, float delay, const void *pSender, const SendTable *pST, int classID ) = 0;
// Given a node number and the specified PVS, return with the node is in the PVS
virtual int CheckHeadnodeVisible( int nodenum, const byte *pvs, int vissize ) = 0;
// Using area bits, cheeck whether area1 flows into area2 and vice versa (depends on area portal state)
virtual int CheckAreasConnected( int area1, int area2 ) = 0;
// Given an origin, determine which area index the origin is within
virtual int GetArea( const Vector &origin ) = 0;
// Get area portal bit set
virtual void GetAreaBits( int area, unsigned char *bits, int buflen ) = 0;
// Given a view origin (which tells us the area to start looking in) and a portal key,
// fill in the plane that leads out of this area (it points into whatever area it leads to).
virtual bool GetAreaPortalPlane( Vector const &vViewOrigin, int portalKey, VPlane *pPlane ) = 0;
// Apply a modification to the terrain.
virtual void ApplyTerrainMod( TerrainModType type, CTerrainModParams const ¶ms ) = 0;
// Save/restore wrapper - FIXME: At some point we should move this to it's own interface
virtual bool LoadGameState( char const *pMapName, bool createPlayers ) = 0;
virtual void LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) = 0;
virtual void ClearSaveDir() = 0;
// Get the pristine map entity lump string. (e.g., used by CS to reload the map entities when restarting a round.)
virtual const char* GetMapEntitiesString() = 0;
// Text message system -- lookup the text message of the specified name
virtual client_textmessage_t *TextMessageGet( const char *pName ) = 0;
// Print a message to the server log file
virtual void LogPrint( const char *msg ) = 0;
// Builds PVS information for an entity
virtual void BuildEntityClusterList( edict_t *pEdict, PVSInfo_t *pPVSInfo ) = 0;
// A solid entity moved, update spatial partition
virtual void SolidMoved( edict_t *pSolidEnt, ICollideable *pSolidCollide, const Vector* pPrevAbsOrigin ) = 0;
// A trigger entity moved, update spatial partition
virtual void TriggerMoved( edict_t *pTriggerEnt ) = 0;
// Create/destroy a custom spatial partition
virtual ISpatialPartition *CreateSpatialPartition( const Vector& worldmin, const Vector& worldmax ) = 0;
virtual void DestroySpatialPartition( ISpatialPartition * ) = 0;
// Draw the brush geometry in the map into the scratch pad.
// Flags is currently unused.
virtual void DrawMapToScratchPad( IScratchPad3D *pPad, unsigned long iFlags ) = 0;
// This returns which entities, to the best of the server's knowledge, the client currently knows about.
// This is really which entities were in the snapshot that this client last acked.
// This returns a bit vector with one bit for each entity.
//
// USE WITH CARE. Whatever tick the client is really currently on is subject to timing and
// ordering differences, so you should account for about a quarter-second discrepancy in here.
// Also, this will return NULL if the client doesn't exist or if this client hasn't acked any frames yet.
//
// iClientIndex is the CLIENT index, so if you use pPlayer->entindex(), subtract 1.
virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( int iClientIndex ) = 0;
// Is the game paused?
virtual bool IsPaused() = 0;
// Marks the filename for consistency checking. This should be called after precaching the file.
virtual void ForceExactFile( const char *s ) = 0;
virtual void ForceModelBounds( const char *s, const Vector &mins, const Vector &maxs ) = 0;
};
I don't know if all can be executed. Ie, i tried clientcommand, for a bot. But i figured just that botman has found out a similiar RunPlayerMove function, so... thats interesting. Perhaps then bots will actually execute the command (or it has effect). I am gonna toy a bit more, but i think this is very interesting.