//====== Copyright Valve Corporation, All rights reserved. ================= // // Global object for storing gameplay hint strings for the UI to display. // //============================================================================= #if !defined CS_GAMEPLAY_HINTS_H_ #define CS_GAMEPLAY_HINTS_H_ #if defined( COMPILER_MSVC ) #pragma once #endif struct CSGameplayHint_t; class CCSGameplayHints : public CAutoGameSystem { public: CCSGameplayHints(); virtual ~CCSGameplayHints(); virtual void PostInit(); virtual void Shutdown(); const char* GetRandomLeastPlayedHint( void ); enum HintRequiredContextFlags { HINT_CONTEXT_ALWAYS_SHOW = 0, HINT_CONTEXT_BOMB_MAP = (1<<0), HINT_CONTEXT_HOSTAGE_MAP = (1<<1), HINT_CONTEXT_GUNGAME = (1<<2), // HINT_CONTEXT_ELO_BRACKET_SHOWN = (1<<3), -- obsolete }; private: CUtlVector m_HintList; KeyValues *m_pHintKV; void Cleanup( void ); uint32 GetCurrentContextFlags( void ); }; extern CCSGameplayHints g_CSGameplayHints; #endif // CS_GAMEPLAY_HINTS_H_