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. // $NoKeywords: $
  6. //=============================================================================//
  7. #ifndef NETWORKSTRINGTABLE_GAMEDLL_H
  8. #define NETWORKSTRINGTABLE_GAMEDLL_H
  9. #ifdef _WIN32
  10. #pragma once
  11. #endif
  12. #include "networkstringtabledefs.h"
  13. class CStringTableSaveRestoreOps;
  14. // String tables used by the game DLL
  15. #define MAX_VGUI_SCREEN_STRING_BITS 8
  16. #define MAX_VGUI_SCREEN_STRINGS ( 1 << MAX_VGUI_SCREEN_STRING_BITS )
  17. #define VGUI_SCREEN_INVALID_STRING ( MAX_VGUI_SCREEN_STRINGS - 1 )
  18. #define MAX_MATERIAL_STRING_BITS 10
  19. #define MAX_MATERIAL_STRINGS ( 1 << MAX_MATERIAL_STRING_BITS )
  20. #define OVERLAY_MATERIAL_INVALID_STRING ( MAX_MATERIAL_STRINGS - 1 )
  21. #define MAX_CHOREO_SCENES_STRING_BITS 13
  22. #define MAX_CHOREO_SCENES_STRINGS ( 1 << MAX_CHOREO_SCENES_STRING_BITS )
  23. #define CHOREO_SCENES_INVALID_STRING ( MAX_CHOREO_SCENES_STRINGS - 1 )
  24. #define MAX_PARTICLESYSTEMS_STRING_BITS 12
  25. #define MAX_PARTICLESYSTEMS_STRINGS ( 1 << MAX_PARTICLESYSTEMS_STRING_BITS )
  26. #define PARTICLESYSTEMS_INVALID_STRING ( MAX_PARTICLESYSTEMS_STRINGS - 1 )
  27. extern INetworkStringTableContainer *networkstringtable;
  28. extern INetworkStringTable *g_pStringTableVguiScreen;
  29. extern INetworkStringTable *g_pStringTableEffectDispatch;
  30. extern INetworkStringTable *g_pStringTableClientSideChoreoScenes;
  31. #define MAX_INFOPANEL_STRINGS 128
  32. // save/load
  33. extern CStringTableSaveRestoreOps g_VguiScreenStringOps;
  34. #endif // NETWORKSTRINGTABLE_GAMEDLL_H