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71 lines
2.1 KiB
71 lines
2.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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//=======================================================================================// |
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#if defined( REPLAY_ENABLED ) |
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#ifndef CS_REPLAY_H |
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#define CS_REPLAY_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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//---------------------------------------------------------------------------------------- |
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#include "replay/genericclassbased_replay.h" |
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//---------------------------------------------------------------------------------------- |
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class CCSReplay : public CGenericClassBasedReplay |
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{ |
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typedef CGenericClassBasedReplay BaseClass; |
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public: |
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CCSReplay(); |
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~CCSReplay(); |
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virtual void OnBeginRecording(); |
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virtual void OnEndRecording(); |
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virtual void OnComplete(); |
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virtual void FireGameEvent( IGameEvent *pEvent ); |
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virtual bool Read( KeyValues *pIn ); |
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virtual void Write( KeyValues *pOut ); |
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virtual void DumpGameSpecificData() const; |
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virtual const char *GetPlayerClass() const { return GetCSClassInfo( m_nPlayerClass )->m_pClassName; } |
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virtual const char *GetPlayerTeam() const { return m_nPlayerTeam == TEAM_TERRORIST ? "terrorists" : "counterterrorists"; } |
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virtual const char *GetMaterialFriendlyPlayerClass() const; |
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private: |
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virtual void Update(); |
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float GetSentryKillScreenshotDelay(); |
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virtual bool IsValidClass( int nClass ) const; |
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virtual bool IsValidTeam( int iTeam ) const; |
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virtual bool GetCurrentStats( RoundStats_t &out ); |
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virtual const char *GetStatString( int iStat ) const; |
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virtual const char *GetPlayerClass( int iClass ) const; |
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}; |
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//---------------------------------------------------------------------------------------- |
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inline CCSReplay *ToCSReplay( CReplay *pClientReplay ) |
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{ |
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return static_cast< CCSReplay * >( pClientReplay ); |
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} |
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inline const CCSReplay *ToCSReplay( const CReplay *pClientReplay ) |
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{ |
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return static_cast< const CCSReplay * >( pClientReplay ); |
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} |
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inline CCSReplay *GetCSReplay( ReplayHandle_t hReplay ) |
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{ |
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return ToCSReplay( g_pClientReplayContext->GetReplay( hReplay ) ); |
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} |
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//---------------------------------------------------------------------------------------- |
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#endif // CS_REPLAY_H |
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#endif |