pub trait Module: 'static + Sync + Send {
    // Required methods
    fn dll_entry(syscalls: Syscalls) -> Box<Self>
       where Self: Sized;
    fn init(&self, level_time: c_int, random_seed: c_int, restart: bool);
    fn shutdown(&self, restart: bool);
    fn client_connect(
        &self,
        client_number: c_int,
        first_time: bool,
        is_bot: bool
    ) -> intptr_t;
    fn client_think(&self, client_number: c_int);
    fn client_userinfo_changed(&self, client_number: c_int);
    fn client_disconnect(&self, client_number: c_int);
    fn client_begin(&self, client_number: c_int);
    fn client_command(&self, client_number: c_int);
    fn run_frame(&self, level_time: c_int);
    fn console_command(&self) -> bool;
    fn botai_start_frame(&self, level_time: c_int) -> bool;
}
Expand description

Required Methods§

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fn dll_entry(syscalls: Syscalls) -> Box<Self>where Self: Sized,

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fn init(&self, level_time: c_int, random_seed: c_int, restart: bool)

See G_InitGame in ioquake3’s game/g_main.c.

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fn shutdown(&self, restart: bool)

See G_ShutdownGame in ioquake3’s game/g_main.c.

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fn client_connect( &self, client_number: c_int, first_time: bool, is_bot: bool ) -> intptr_t

See ClientConnect in ioquake3’s game/g_client.c.

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fn client_think(&self, client_number: c_int)

See ClientThink in ioquake3’s game/g_active.c.

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fn client_userinfo_changed(&self, client_number: c_int)

See ClientUserinfoChanged in ioquake3’s game/g_client.c.

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fn client_disconnect(&self, client_number: c_int)

See ClientDisconnect in ioquake3’s game/g_client.c.

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fn client_begin(&self, client_number: c_int)

See ClientBegin in ioquake3’s game/g_client.c.

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fn client_command(&self, client_number: c_int)

See ClientCommand in ioquake3’s game/g_cmds.c.

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fn run_frame(&self, level_time: c_int)

See G_RunFrame in ioquake3’s game/g_main.c.

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fn console_command(&self) -> bool

See ConsoleCommand in ioquake3’s game/g_svcmds.c.

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fn botai_start_frame(&self, level_time: c_int) -> bool

See BotAIStartFrame in ioquake3’s game/ai_main.c.

Implementors§