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88 lines
2.5 KiB
C++
88 lines
2.5 KiB
C++
//========= 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 HLTVCLIENTSTATE_H
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#define HLTVCLIENTSTATE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseclientstate.h"
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class CClientFrame;
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class CHLTVServer;
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extern ConVar tv_name;
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class CHLTVClientState : public CBaseClientState
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{
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friend class CHLTVServer;
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public:
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CHLTVClientState();
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virtual ~CHLTVClientState();
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public:
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const char *GetCDKeyHash() { return "HLTVHLTVHLTVHLTVHLTVHLTVHLTVHLTV"; }; // haha
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bool SetSignonState ( int state, int count );
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void SendClientInfo( void );
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void PacketEnd( void );
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void Clear( void );
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void RunFrame ( void );
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void InstallStringTableCallback( char const *tableName );
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virtual bool HookClientStringTable( char const *tableName );
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virtual const char *GetClientName() { return tv_name.GetString(); }
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void ConnectionCrashed( const char * reason );
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void ConnectionClosing( const char * reason );
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int GetConnectionRetryNumber() const;
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void ReadEnterPVS( CEntityReadInfo &u );
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void ReadLeavePVS( CEntityReadInfo &u );
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void ReadDeltaEnt( CEntityReadInfo &u );
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void ReadPreserveEnt( CEntityReadInfo &u );
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void ReadDeletions( CEntityReadInfo &u );
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void CopyNewEntity( CEntityReadInfo &u, int iClass, int iSerialNum );
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public: // IServerMessageHandlers
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PROCESS_NET_MESSAGE( StringCmd );
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PROCESS_NET_MESSAGE( SetConVar );
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PROCESS_SVC_MESSAGE( ServerInfo );
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PROCESS_SVC_MESSAGE( ClassInfo );
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PROCESS_SVC_MESSAGE( VoiceInit );
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PROCESS_SVC_MESSAGE( VoiceData );
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PROCESS_SVC_MESSAGE( Sounds );
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PROCESS_SVC_MESSAGE( FixAngle );
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PROCESS_SVC_MESSAGE( CrosshairAngle );
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PROCESS_SVC_MESSAGE( BSPDecal );
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PROCESS_SVC_MESSAGE( GameEvent );
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PROCESS_SVC_MESSAGE( UserMessage );
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PROCESS_SVC_MESSAGE( EntityMessage );
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PROCESS_SVC_MESSAGE( SetView );
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PROCESS_SVC_MESSAGE( PacketEntities );
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PROCESS_SVC_MESSAGE( TempEntities );
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PROCESS_SVC_MESSAGE( Prefetch );
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PROCESS_SVC_MESSAGE( GameEventList );
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PROCESS_SVC_MESSAGE( Menu );
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public:
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void SendPacket();
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void UpdateStats();
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CClientFrame *m_pNewClientFrame; // not NULL if we just got a packet with a new entity frame
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CClientFrame *m_pCurrentClientFrame; // NULL or pointer to last entity frame
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bool m_bSaveMemory; //compress data as much as possible to keep whole demos in memory
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float m_fNextSendUpdateTime;
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CHLTVServer *m_pHLTV; // HLTV server this client state belongs too.
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};
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#endif // HLTVCLIENTSTATE_H
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