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