UI code
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- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Re: UI code
You can't, unless you hack the engine too.
Re: UI code
Can you point me in the right direction to hack the engine? 

Re: UI code
System calls from the UI module to the main engine are implemented in the following source files:
ui_public.h -- enumeration of system calls (UI_PRINT, etc.)
ui_local.h -- prototypes of the system calls, e.g. 'void trap_Print(const char *string);'
ui_syscalls.asm -- enumerations (whatever?) for the Quake assembler (e.g. -2 for UI_PRINT)
cl_ui.c -- the main engine functions that are called when the system call is made, see the huge switch module in 'CL_UISystemCalls'
If you plan to use DLLs instead of VM modules, then you also have to modify 'ui_syscalls.c'.
Studying these files will give you an idea about how the whole system call stuff is implemented. Try to imitate what the already implemented calls do.
ui_public.h -- enumeration of system calls (UI_PRINT, etc.)
ui_local.h -- prototypes of the system calls, e.g. 'void trap_Print(const char *string);'
ui_syscalls.asm -- enumerations (whatever?) for the Quake assembler (e.g. -2 for UI_PRINT)
cl_ui.c -- the main engine functions that are called when the system call is made, see the huge switch module in 'CL_UISystemCalls'
If you plan to use DLLs instead of VM modules, then you also have to modify 'ui_syscalls.c'.
Studying these files will give you an idea about how the whole system call stuff is implemented. Try to imitate what the already implemented calls do.