Counter Strike : Global Offensive Source Code
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//========= Copyright (c), Valve Corporation, All rights reserved. ============//
//
// Purpose: Holds the CEconGameServerAccount object
//
// $NoKeywords: $
//=============================================================================//
#ifndef ECON_GAME_SERVER_ACCOUNT_H
#define ECON_GAME_SERVER_ACCOUNT_H
#ifdef _WIN32
#pragma once
#endif
enum eGameServerOrigin { kGSAOrigin_Player = 0, kGSAOrigin_Support = 1, kGSAOrigin_AutoRegister = 2, // for valve-owned servers
};
enum eGameServerScoreStanding { kGSStanding_Good, kGSStanding_Bad, };
enum eGameServerScoreStandingTrend { kGSStandingTrend_Up, kGSStandingTrend_SteadyUp, kGSStandingTrend_Steady, kGSStandingTrend_SteadyDown, kGSStandingTrend_Down, };
#ifdef GC
#include "gcsdk/schemasharedobject.h"
//---------------------------------------------------------------------------------
// Purpose:
//---------------------------------------------------------------------------------
class CEconGameServerAccount : public GCSDK::CSchemaSharedObject< CSchGameServerAccount, k_EEconTypeGameServerAccount > { #ifdef GC_DLL
DECLARE_CLASS_MEMPOOL( CEconGameServerAccount ); #endif
public: CEconGameServerAccount() {} CEconGameServerAccount( uint32 unAccountID ) { Obj().m_unAccountID = unAccountID; } };
void GameServerAccount_GenerateIdentityToken( char* pIdentityToken, uint32 unMaxChars ); #endif // GC
inline const char *GameServerAccount_GetStandingString( eGameServerScoreStanding standing ) { const char *pStanding = "Good"; switch ( standing ) { case kGSStanding_Good: pStanding = "Good"; break; case kGSStanding_Bad: pStanding = "Bad"; break; } // switch
return pStanding; }
inline const char *GameServerAccount_GetStandingTrendString( eGameServerScoreStandingTrend trend ) { const char *pStandingTrend = "Steady"; switch ( trend ) { case kGSStandingTrend_Up: pStandingTrend = "Upward Fast"; break; case kGSStandingTrend_SteadyUp: pStandingTrend = "Slightly Upward"; break; case kGSStandingTrend_Steady: pStandingTrend = "Steady"; break; case kGSStandingTrend_SteadyDown: pStandingTrend = "Slightly Downward"; break; case kGSStandingTrend_Down: pStandingTrend = "Downward Fast"; break; } // switch
return pStandingTrend; }
#endif //ECON_GAME_SERVER_ACCOUNT_H
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