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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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//=============================================================================//
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#ifndef CS_CLIENTMODE_H
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#define CS_CLIENTMODE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "clientmode_shared.h"
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#include "counterstrikeviewport.h"
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class ClientModeCSNormal : public ClientModeShared
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{
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DECLARE_CLASS( ClientModeCSNormal, ClientModeShared );
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private:
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// IClientMode overrides.
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public:
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ClientModeCSNormal();
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virtual void Init();
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virtual void InitViewport();
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virtual void Update();
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virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
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virtual float GetViewModelFOV( void );
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int GetDeathMessageStartHeight( void );
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virtual void FireGameEvent( IGameEvent *event );
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virtual void PostRenderVGui();
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virtual bool ShouldDrawViewModel( void );
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virtual bool CanRecordDemo( char *errorMsg, int length ) const;
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Save server information shown to the client in a persistent place
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//=============================================================================
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virtual wchar_t* GetServerName() { return m_pServerName; }
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virtual void SetServerName(wchar_t* name);
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virtual wchar_t* GetMapName() { return m_pMapName; }
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virtual void SetMapName(wchar_t* name);
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private:
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wchar_t m_pServerName[256];
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wchar_t m_pMapName[256];
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//=============================================================================
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// HPE_END
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//=============================================================================
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};
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extern IClientMode *GetClientModeNormal();
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extern ClientModeCSNormal* GetClientModeCSNormal();
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#endif // CS_CLIENTMODE_H
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