2020-04-22 16:56:21 +00:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef NETWORKSTRINGTABLE_GAMEDLL_H
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#define NETWORKSTRINGTABLE_GAMEDLL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "networkstringtabledefs.h"
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class CStringTableSaveRestoreOps;
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// String tables used by the game DLL
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#define MAX_VGUI_SCREEN_STRING_BITS 8
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#define MAX_VGUI_SCREEN_STRINGS ( 1 << MAX_VGUI_SCREEN_STRING_BITS )
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#define VGUI_SCREEN_INVALID_STRING ( MAX_VGUI_SCREEN_STRINGS - 1 )
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#define MAX_MATERIAL_STRING_BITS 10
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#define MAX_MATERIAL_STRINGS ( 1 << MAX_MATERIAL_STRING_BITS )
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#define OVERLAY_MATERIAL_INVALID_STRING ( MAX_MATERIAL_STRINGS - 1 )
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2022-03-01 20:00:42 +00:00
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#define MAX_CHOREO_SCENES_STRING_BITS 12
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2020-04-22 16:56:21 +00:00
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#define MAX_CHOREO_SCENES_STRINGS ( 1 << MAX_CHOREO_SCENES_STRING_BITS )
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#define CHOREO_SCENES_INVALID_STRING ( MAX_CHOREO_SCENES_STRINGS - 1 )
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2022-03-01 20:00:42 +00:00
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#define MAX_PARTICLESYSTEMS_STRING_BITS 11
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2020-04-22 16:56:21 +00:00
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#define MAX_PARTICLESYSTEMS_STRINGS ( 1 << MAX_PARTICLESYSTEMS_STRING_BITS )
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#define PARTICLESYSTEMS_INVALID_STRING ( MAX_PARTICLESYSTEMS_STRINGS - 1 )
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extern INetworkStringTableContainer *networkstringtable;
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extern INetworkStringTable *g_pStringTableVguiScreen;
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extern INetworkStringTable *g_pStringTableEffectDispatch;
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extern INetworkStringTable *g_pStringTableClientSideChoreoScenes;
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#define MAX_INFOPANEL_STRINGS 128
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// save/load
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extern CStringTableSaveRestoreOps g_VguiScreenStringOps;
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#endif // NETWORKSTRINGTABLE_GAMEDLL_H
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