Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #ifndef CS_CLIENTMODE_H
  7. #define CS_CLIENTMODE_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #include "clientmode_shared.h"
  12. #include "counterstrikeviewport.h"
  13. class ClientModeCSNormal : public ClientModeShared
  14. {
  15. DECLARE_CLASS( ClientModeCSNormal, ClientModeShared );
  16. private:
  17. // IClientMode overrides.
  18. public:
  19. ClientModeCSNormal();
  20. virtual void Init();
  21. virtual void InitViewport();
  22. virtual void Update();
  23. virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
  24. virtual float GetViewModelFOV( void );
  25. int GetDeathMessageStartHeight( void );
  26. virtual void FireGameEvent( IGameEvent *event );
  27. virtual void PostRenderVGui();
  28. virtual bool ShouldDrawViewModel( void );
  29. virtual bool CanRecordDemo( char *errorMsg, int length ) const;
  30. //=============================================================================
  31. // HPE_BEGIN:
  32. // [menglish] Save server information shown to the client in a persistent place
  33. //=============================================================================
  34. virtual wchar_t* GetServerName() { return m_pServerName; }
  35. virtual void SetServerName(wchar_t* name);
  36. virtual wchar_t* GetMapName() { return m_pMapName; }
  37. virtual void SetMapName(wchar_t* name);
  38. private:
  39. wchar_t m_pServerName[256];
  40. wchar_t m_pMapName[256];
  41. //=============================================================================
  42. // HPE_END
  43. //=============================================================================
  44. };
  45. extern IClientMode *GetClientModeNormal();
  46. extern ClientModeCSNormal* GetClientModeCSNormal();
  47. #endif // CS_CLIENTMODE_H