Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//=======================================================================================//
#if defined( REPLAY_ENABLED )
#ifndef TF_REPLAY_H
#define TF_REPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/genericclassbased_replay.h"
//----------------------------------------------------------------------------------------
class CTFReplay : public CGenericClassBasedReplay
{
typedef CGenericClassBasedReplay BaseClass;
public:
CTFReplay();
~CTFReplay();
virtual void OnBeginRecording();
virtual void OnEndRecording();
virtual void OnComplete();
virtual void FireGameEvent( IGameEvent *pEvent );
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual void DumpGameSpecificData() const;
virtual const char *GetPlayerClass() const { return g_aPlayerClassNames_NonLocalized[ m_nPlayerClass ]; }
virtual const char *GetPlayerTeam() const { return m_nPlayerTeam == TF_TEAM_RED ? "red" : "blu"; }
virtual const char *GetMaterialFriendlyPlayerClass() const;
private:
virtual void Update();
void MedicUpdate();
float GetSentryKillScreenshotDelay();
virtual bool IsValidClass( int nClass ) const;
virtual bool IsValidTeam( int iTeam ) const;
virtual bool GetCurrentStats( RoundStats_t &out );
virtual const char *GetStatString( int iStat ) const;
virtual const char *GetPlayerClass( int iClass ) const;
float m_flNextMedicUpdateTime;
};
//----------------------------------------------------------------------------------------
inline CTFReplay *ToTFReplay( CReplay *pClientReplay )
{
return static_cast< CTFReplay * >( pClientReplay );
}
inline const CTFReplay *ToTFReplay( const CReplay *pClientReplay )
{
return static_cast< const CTFReplay * >( pClientReplay );
}
inline CTFReplay *GetTFReplay( ReplayHandle_t hReplay )
{
return ToTFReplay( g_pClientReplayContext->GetReplay( hReplay ) );
}
//----------------------------------------------------------------------------------------
#endif // TF_REPLAY_H
#endif