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49 lines
1.5 KiB
49 lines
1.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef IHLTV_H
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#define IHLTV_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interface.h"
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class IServer;
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class IHLTVDirector;
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class IGameEvent;
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struct netadr_s;
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//-----------------------------------------------------------------------------
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// Interface the HLTV module exposes to the engine
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//-----------------------------------------------------------------------------
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#define INTERFACEVERSION_HLTVSERVER "HLTVServer001"
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class IHLTVServer : public IBaseInterface
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{
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public:
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virtual ~IHLTVServer() {}
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virtual IServer *GetBaseServer( void ) = 0; // get HLTV base server interface
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virtual IHLTVDirector *GetDirector( void ) = 0; // get director interface
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virtual int GetHLTVSlot( void ) = 0; // return entity index-1 of HLTV in game
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virtual float GetOnlineTime( void ) = 0; // seconds since broadcast started
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virtual void GetLocalStats( int &proxies, int &slots, int &specs ) = 0;
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virtual void GetGlobalStats( int &proxies, int &slots, int &specs ) = 0;
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virtual const netadr_s *GetRelayAddress( void ) = 0; // returns relay address
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virtual bool IsMasterProxy( void ) = 0; // true, if this is the HLTV master proxy
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virtual bool IsDemoPlayback( void ) = 0; // true if this is a HLTV demo
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virtual void BroadcastEvent(IGameEvent *event) = 0; // send a director command to all specs
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};
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#endif
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