Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Quickplay related code shared between GC and client
//
// $NoKeywords: $
//=============================================================================//
#ifndef _INCLUDED_TF_QUICKPLAY_SHARED_H
#define _INCLUDED_TF_QUICKPLAY_SHARED_H
#ifdef _WIN32
#pragma once
#endif
class CUtlStringList;
const int kTFMaxQuickPlayServersToScore = 25; const int kTFQuickPlayIdealMaxNumberOfPlayers = 24; const int kTFQuickPlayMinMaxNumberOfPlayers = 18; // don't auto match to servers with max players set too low
const int kTFQuickPlayMaxPlayers = 33;
const struct SchemaMap_t *GetQuickplayMapInfoByName( const char *pMapName );
extern float QuickplayCalculateServerScore( int numHumans, int numBots, int maxPlayers, int nNumInSearchParty );
extern const char k_szQuickplayFAQ_URL[];
struct QuickplaySearchOptions { EGameCategory m_eSelectedGameType;
enum EServers { eServersOfficial, eServersCommunity, eServersDontCare }; EServers m_eServers;
enum ERandomCrits { eRandomCritsYes, eRandomCritsNo, eRandomCritsDontCare }; ERandomCrits m_eRandomCrits;
enum EDamageSpread { eDamageSpreadNo, eDamageSpreadYes, eDamageSpreadDontCare }; EDamageSpread m_eDamageSpread;
enum EMaxPlayers { eMaxPlayers24, eMaxPlayers30Plus, eMaxPlayersDontCare }; EMaxPlayers m_eMaxPlayers;
enum ERespawnTimes { eRespawnTimesDefault, eRespawnTimesInstant, eRespawnTimesDontCare }; ERespawnTimes m_eRespawnTimes;
enum EBetaContent { eBetaNo, eBetaYes }; EBetaContent m_eBetaContent;
CUtlString m_strMapName; };
#endif // #ifndef _INCLUDED_TF_QUICKPLAY_SHARED_H
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