Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2009, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef MM_TITLE_H
#define MM_TITLE_H
#ifdef _WIN32
#pragma once
#endif
#include "../mm_framework.h"
class CMatchTitle :
public IMatchTitle,
public IMatchEventsSink,
public IGameEventListener2
{
// Methods exposed for the framework
public:
virtual InitReturnVal_t Init();
virtual void Shutdown();
// Methods of IMatchTitle
public:
// Title ID
virtual uint64 GetTitleID();
// Service ID for XLSP
virtual uint64 GetTitleServiceID();
// Describe title settings using a bitwise combination of flags
virtual uint64 GetTitleSettingsFlags();
// Prepare network startup params for the title
virtual void PrepareNetStartupParams( void *pNetStartupParams );
// Get total number of players supported by the title
virtual int GetTotalNumPlayersSupported();
// Get a guest player name
virtual char const * GetGuestPlayerName( int iUserIndex );
// Decipher title data fields
virtual TitleDataFieldsDescription_t const * DescribeTitleDataStorage();
// Title achievements
virtual TitleAchievementsDescription_t const * DescribeTitleAchievements();
// Title avatar awards
virtual TitleAvatarAwardsDescription_t const * DescribeTitleAvatarAwards();
// Title DLC description
virtual TitleDlcDescription_t const * DescribeTitleDlcs();
// Title leaderboards
virtual KeyValues * DescribeTitleLeaderboard( char const *szLeaderboardView );
// Sets up all necessary client-side convars and user info before
// connecting to server
virtual void PrepareClientForConnect( KeyValues *pSettings );
// Start up a listen server with the given settings
virtual bool StartServerMap( KeyValues *pSettings );
// Run every frame
virtual void RunFrame();
// Methods of IMatchEventsSink
public:
virtual void OnEvent( KeyValues *pEvent );
// Methods of IGameEventListener2
public:
// FireEvent is called by EventManager if event just occured
// KeyValue memory will be freed by manager if not needed anymore
virtual void FireGameEvent( IGameEvent *event );
virtual int GetEventDebugID( void );
public:
CMatchTitle();
~CMatchTitle();
};
// Match title singleton
extern CMatchTitle *g_pMatchTitle;
#endif // MM_TITLE_H