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67 lines
1.4 KiB
C++
67 lines
1.4 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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// $NoKeywords: $
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//=============================================================================//
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#ifndef GAME_EVENT_LISTENER_H
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#define GAME_EVENT_LISTENER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igameevents.h"
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extern IGameEventManager2 *gameeventmanager;
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// A safer method than inheriting straight from IGameEventListener2.
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// Avoids requiring the user to remove themselves as listeners in
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// their deconstructor, and sets the serverside variable based on
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// our dll location.
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class CGameEventListener : public IGameEventListener2
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{
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public:
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CGameEventListener() : m_bRegisteredForEvents(false)
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{
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}
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~CGameEventListener()
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{
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StopListeningForAllEvents();
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}
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void ListenForGameEvent( const char *name )
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{
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m_bRegisteredForEvents = true;
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#ifdef CLIENT_DLL
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bool bServerSide = false;
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#else
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bool bServerSide = true;
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#endif
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if ( gameeventmanager )
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gameeventmanager->AddListener( this, name, bServerSide );
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}
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void StopListeningForAllEvents()
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{
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// remove me from list
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if ( m_bRegisteredForEvents )
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{
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if ( gameeventmanager )
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gameeventmanager->RemoveListener( this );
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m_bRegisteredForEvents = false;
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}
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}
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// Intentionally abstract
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virtual void FireGameEvent( IGameEvent *event ) = 0;
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private:
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// Have we registered for any events?
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bool m_bRegisteredForEvents;
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};
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#endif
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