//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef NETWORKSTRINGTABLE_GAMEDLL_H #define NETWORKSTRINGTABLE_GAMEDLL_H #ifdef _WIN32 #pragma once #endif #include "networkstringtabledefs.h" class CStringTableSaveRestoreOps; // String tables used by the game DLL #define MAX_VGUI_SCREEN_STRING_BITS 8 #define MAX_VGUI_SCREEN_STRINGS ( 1 << MAX_VGUI_SCREEN_STRING_BITS ) #define VGUI_SCREEN_INVALID_STRING ( MAX_VGUI_SCREEN_STRINGS - 1 ) #define MAX_MATERIAL_STRING_BITS 10 #define MAX_MATERIAL_STRINGS ( 1 << MAX_MATERIAL_STRING_BITS ) #define OVERLAY_MATERIAL_INVALID_STRING ( MAX_MATERIAL_STRINGS - 1 ) #define MAX_CHOREO_SCENES_STRING_BITS 13 #define MAX_CHOREO_SCENES_STRINGS ( 1 << MAX_CHOREO_SCENES_STRING_BITS ) #define CHOREO_SCENES_INVALID_STRING ( MAX_CHOREO_SCENES_STRINGS - 1 ) #define MAX_PARTICLESYSTEMS_STRING_BITS 12 #define MAX_PARTICLESYSTEMS_STRINGS ( 1 << MAX_PARTICLESYSTEMS_STRING_BITS ) #define PARTICLESYSTEMS_INVALID_STRING ( MAX_PARTICLESYSTEMS_STRINGS - 1 ) extern INetworkStringTableContainer *networkstringtable; extern INetworkStringTable *g_pStringTableVguiScreen; extern INetworkStringTable *g_pStringTableEffectDispatch; extern INetworkStringTable *g_pStringTableClientSideChoreoScenes; #define MAX_INFOPANEL_STRINGS 128 // save/load extern CStringTableSaveRestoreOps g_VguiScreenStringOps; #endif // NETWORKSTRINGTABLE_GAMEDLL_H