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API Level 1

aufau edited this page Jan 20, 2018 · 18 revisions
Header JK2MV Version Supported since
Level 1 1.1 7 Nov 2015

SysCalls

SysCalls available with this API-Level.

Declaration Number ASM game cgame ui
MVAPI_GET_VERSION 704 -705 ☑️ ☑️ ☑️
MVAPI_CONTROL_FIXES 703 -704 ☑️ ☑️
MVAPI_GET_CONNECTIONLESSPACKET 701 -702 ☑️
MVAPI_SEND_CONNECTIONLESSPACKET 700 -701 ☑️
MVAPI_LOCATE_GAME_DATA 702 -703 ☑️

MVAPI_GET_VERSION

mvversion_t trap_MVAPI_GetVersion(void);

Get the currently running gameversion from the engine. This is only useful if your mod is based on the mvsdk.

MVAPI_CONTROL_FIXES

qboolean trap_MVAPI_ControlFixes(mvfix_t fixes);

Turns exploit- and bug-fixes in the engine on and off. This can be used to implement better fixes then what is possible from on the engines scope. fixes is a bitvalue which is expected to be a list of bitwise conjugated mvfix_t entries. Every call to this function overwrites previous calls. See MVAPI Fixes section for a list of mvfix_t values. Returns qfalse on success and qtrue on failure.

Example:

if ( trap_MVAPI_ControlFixes(MVFIX_GALAKING | MVFIX_BROKENMODEL) ) {
	G_Printf("Could not control JK2MV fixes.\n");
}

This example code switches off the fixes for galaking and broken models.

MVAPI_GET_CONNECTIONLESSPACKET

qboolean trap_MVAPI_GetConnectionlessPacket(mvaddr_t *addr, char *buf, unsigned int bufsize);

Get the content of a connectionless packet. Only valid during a MVAPI_RECV_CONNECTIONLESSPACKET VMCall. Returns qfalse on success and qtrue on failure.

int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {
	switch ( command ) {
	...
	case MVAPI_RECV_CONNECTIONLESSPACKET:
		MVAPI_ReceiveConnectionlessPacket();
		return 0;
	}

	return -1;
}

void MVAPI_ReceiveConnectionlessPacket(void) {
	mvaddr_t addr;
	char message[256];
	
	if (trap_MVAPI_GetConnectionlessPacket(&addr, message, sizeof(message))) {
		G_Printf("Error receiving connectionless packet.\n");
		return;
	}
	
	G_Printf("connectionless packet %s received", message);
	if (addr.type == MV_IPV4) {
		G_Printf(" from %i.%i.%i.%i:%i.\n", (int)addr.ip.v4[0], (int)addr.ip.v4[1], (int)addr.ip.v4[2], (int)addr.ip.v4[3], (int)addr.port);
	} else {
		G_Printf(".\n");
	}
}

MVAPI_SEND_CONNECTIONLESSPACKET

qboolean trap_MVAPI_SendConnectionlessPacket(const mvaddr_t *addr, const char *message);

Send a connectionless packet to address addr.

MVAPI_LOCATE_GAME_DATA

qboolean trap_MVAPI_LocateGameData(mvsharedEntity_t *mvEnts, int numGEntities, int sizeofmvsharedEntity_t);

Locate an array of mvsharedEntity_t structs, containing extended game entity data for the engine.

Example:

mvsharedEntity_t mv_entities[MAX_GENTITIES];

void MVAPI_AfterInit(int levelTime, int randomSeed, int restart) {
	trap_MVAPI_LocateGameData(mv_entities, level.num_entities, sizeof(mvsharedEntity_t));
}

Number of shared mv entities is always the same as a number of regular shared entities, located by trap_LocateGameData SysCall. Therefore you don't need to call trap_MVAPI_LocateGameData again to update the number of shared mv entites and mv_entities array has to have the same length as g_entities array.

See mvsharedEntity_t to learn how mv_entities array can be used.

VMCalls

VMCalls available with this API-Level.

Declaration Number game cgame ui
MVAPI_RECV_CONNECTIONLESSPACKET 101 ☑️

MVAPI_RECV_CONNECTIONLESSPACKET

See MVAPI_GET_CONNECTIONLESSPACKET

MVAPI Fixes

See Cvars page for bug descriptions.

Flag game cgame ui
MVFIX_NAMECRASH ☑️
MVFIX_FORCECRASH ☑️
MVFIX_GALAKING ☑️
MVFIX_BROKENMODEL ☑️
MVFIX_TURRETCRASH ☑️
MVFIX_CHARGEJUMP ☑️
MVFIX_SPEEDHACK ☑️
MVFIX_WPGLOWING ☑️

Data Structures

mvsharedEntity_t

Each mv shared game entity corresponds to one regular game entity (see MVAPI_LOCATE_GAME_DATA). The corresponding game entity will be called "the entity" from now on.

Field Description
uint8_t snapshotIgnore[32] If array item n is other than 0, the entity will not be broadcasted to client n. For example mv_entities[0].snapshotIgnore[1] = 1; causes player 0 to become invisible for player 1. A much more useful and complex example of "duel invisibility" or "duel clear screen" can be seen in SaberMod source code
uint8_t snapshotEnforce[32] If array item n is other than 0 and the entity is linked, it will be unconditionally broadcasted to player n.