Trait quake3_native_vm::qagame::Module
source · 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
See vmMain in ioquake3’s game/g_main.c.
Required Methods§
sourcefn dll_entry(syscalls: Syscalls) -> Box<Self>where
Self: Sized,
fn dll_entry(syscalls: Syscalls) -> Box<Self>where Self: Sized,
See dllEntry in ioquake3’s game/g_syscalls.
sourcefn init(&self, level_time: c_int, random_seed: c_int, restart: bool)
fn init(&self, level_time: c_int, random_seed: c_int, restart: bool)
See G_InitGame in ioquake3’s game/g_main.c.
sourcefn shutdown(&self, restart: bool)
fn shutdown(&self, restart: bool)
See G_ShutdownGame in ioquake3’s game/g_main.c.
sourcefn client_connect(
&self,
client_number: c_int,
first_time: bool,
is_bot: bool
) -> intptr_t
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.
sourcefn client_think(&self, client_number: c_int)
fn client_think(&self, client_number: c_int)
See ClientThink in ioquake3’s game/g_active.c.
sourcefn client_userinfo_changed(&self, client_number: c_int)
fn client_userinfo_changed(&self, client_number: c_int)
See ClientUserinfoChanged in ioquake3’s game/g_client.c.
sourcefn client_disconnect(&self, client_number: c_int)
fn client_disconnect(&self, client_number: c_int)
See ClientDisconnect in ioquake3’s game/g_client.c.
sourcefn client_begin(&self, client_number: c_int)
fn client_begin(&self, client_number: c_int)
See ClientBegin in ioquake3’s game/g_client.c.
sourcefn client_command(&self, client_number: c_int)
fn client_command(&self, client_number: c_int)
See ClientCommand in ioquake3’s game/g_cmds.c.
sourcefn run_frame(&self, level_time: c_int)
fn run_frame(&self, level_time: c_int)
See G_RunFrame in ioquake3’s game/g_main.c.
sourcefn console_command(&self) -> bool
fn console_command(&self) -> bool
See ConsoleCommand in ioquake3’s game/g_svcmds.c.
sourcefn botai_start_frame(&self, level_time: c_int) -> bool
fn botai_start_frame(&self, level_time: c_int) -> bool
See BotAIStartFrame in ioquake3’s game/ai_main.c.