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: TF implementation of the IPresence interface
//
//=============================================================================
#ifndef TF_PRESENCE_H
#define TF_PRESENCE_H
#ifdef _WIN32
#pragma once
#endif
#include "GameEventListener.h"
#include "basepresence.h"
#include "hl2orange.spa.h"
//-----------------------------------------------------------------------------
// Purpose: TF implementation for setting user contexts and properties.
//-----------------------------------------------------------------------------
class CTF_Presence : public CBasePresence, public CGameEventListener
{
public:
// IGameEventListener Interface
virtual void FireGameEvent( IGameEvent * event );
// CBaseGameSystemPerFrame overrides
virtual bool Init( void );
virtual void LevelInitPreEntity( void );
// IPresence interface
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
virtual uint GetPresenceID( const char *pIDName );
virtual const char *GetPropertyIdString( const unsigned int id );
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
virtual void UploadStats();
private:
bool m_bIsInCommentary;
#if defined( _X360 )
XSESSION_VIEW_PROPERTIES m_ViewProperties[3];
#endif
};
#endif // TF_PRESENCE_H