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:
//
// $NoKeywords: $
//=============================================================================
#ifndef MODLIST_H
#define MODLIST_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose: Handles parsing of half-life directory for mod info
//-----------------------------------------------------------------------------
class CModList
{
public:
CModList();
int GetIndex( const CGameID &iAppID ) const;
void AddVGUIListener( vgui::VPANEL panel );
// returns number of mods
int ModCount();
// returns the full name of the mod, index valid in range [0, ModCount)
const char *GetModName( int index );
// returns mod directory string
const char *GetModDir( int index );
const CGameID &GetAppID( int index ) const;
// returns the mod name for the associated gamedir
const char *GetModNameForModDir( const CGameID &iAppID );
private:
struct mod_t
{
char description[64];
char gamedir[64];
CGameID m_GameID;
int m_InternalAppId;
bool operator==( const mod_t& rhs ) const { return rhs.m_GameID == m_GameID; }
};
static int ModNameCompare( const mod_t *pLeft, const mod_t *pRight );
void ParseInstalledMods();
void ParseSteamMods();
int LoadAppConfiguration( uint32 nAppID );
CUtlVector<mod_t> m_ModList;
CUtlVector<vgui::VPANEL> m_VGUIListeners;
};
// singleton accessor
extern CModList &ModList();
#endif // MODLIST_H