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46 lines
1.4 KiB
46 lines
1.4 KiB
//========= 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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