Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef CS_CLIENTMODE_H
#define CS_CLIENTMODE_H
#ifdef _WIN32
#pragma once
#endif
#include "clientmode_shared.h"
#include "counterstrikeviewport.h"
class ClientModeCSNormal : public ClientModeShared { DECLARE_CLASS( ClientModeCSNormal, ClientModeShared );
private:
// IClientMode overrides.
public:
ClientModeCSNormal();
virtual void Init(); virtual void InitViewport(); virtual void Update();
virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual float GetViewModelFOV( void );
int GetDeathMessageStartHeight( void );
virtual void FireGameEvent( IGameEvent *event ); virtual void PostRenderVGui();
virtual bool ShouldDrawViewModel( void );
virtual bool CanRecordDemo( char *errorMsg, int length ) const;
//=============================================================================
// HPE_BEGIN:
// [menglish] Save server information shown to the client in a persistent place
//=============================================================================
virtual wchar_t* GetServerName() { return m_pServerName; } virtual void SetServerName(wchar_t* name); virtual wchar_t* GetMapName() { return m_pMapName; } virtual void SetMapName(wchar_t* name);
private: wchar_t m_pServerName[256]; wchar_t m_pMapName[256];
//=============================================================================
// HPE_END
//=============================================================================
};
extern IClientMode *GetClientModeNormal(); extern ClientModeCSNormal* GetClientModeCSNormal();
#endif // CS_CLIENTMODE_H
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