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Restructured project structure to use a singular SLN; made the T2API common to all projects; adjusted watchdog timer to 8 seconds
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79 changed files with 469 additions and 626 deletions
47
CommonAPI/Common/include/DXAPI/DXAPI.h
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CommonAPI/Common/include/DXAPI/DXAPI.h
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/**
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* @file DXAPI.h
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* @brief The DXAPI is an API that allows you to manipulate various game objects
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* in Tribes 2 from raw C++ code. It dynamically resolves the addresses of member
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* variables as you can't really trust the compiler to produce binary compatible classes,
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* especially with all the inheritance involved in the original Tribes 2 codebase.
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*
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* This code wouldn't be possible without Linker's original gift on the-construct.net forums,
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* whose files are appropriately labelled in this codebase. These files have been edited where
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* appropriate in order to make that code play better with the DXAPI.
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*
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* @copyright (c) 2014 Robert MacGregor
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*/
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//#pragma once
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#include "LinkerAPI.h"
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#include <DXAPI/Point3F.h>
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#include <DXAPI/GameBase.h>
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#include <DXAPI/NetObject.h>
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#include <DXAPI/Player.h>
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#include <DXAPI/Projectile.h>
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#include <DXAPI/SceneObject.h>
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#include <DXAPI/ShapeBase.h>
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#include <DXAPI/SimObject.h>
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#include <DXAPI/StaticShape.h>
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#include <DXAPI/GrenadeProjectile.h>
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#include <DXAPI/FlyingVehicle.h>
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#include <DXAPI/GameConnection.h>
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#include <DXAPI/NetConnection.h>
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#include <DXAPI/TCPObject.h>
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#include <DXAPI/ScriptObject.h>
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namespace DX
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{
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//! A typedef referring to some type of unresolved object in the game.
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typedef void* UnresolvedObject;
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const char *GetModPaths(void);
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bool IsFile(const char *filename);
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bool GetRelativePath(const char *filename, char *ret, int buffer_length);
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bool GetRunningMod(char *ret, int buffer_length);
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bool SanitizeFileName(char *ret, int buffer_length);
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} // End NameSpace DX
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