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