Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IENGINEREPLAY_H
#define IENGINEREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
#define ENGINE_REPLAY_INTERFACE_VERSION "EngineReplay001"
#if !defined( DEDICATED )
# define ENGINE_REPLAY_CLIENT_INTERFACE_VERSION "EngineClientReplay001"
#endif
//----------------------------------------------------------------------------------------
class IServer; class INetChannel; class IReplayServer; class IClientEntityList; class IClientReplay; struct demoheader_t; class CGlobalVarsBase; class IDemoBuffer; class CBaseRecordingSessionBlock;
//----------------------------------------------------------------------------------------
//
// Allows the replay, client & server DLL's to talk to the engine
//
class IEngineReplay : public IBaseInterface { public: virtual bool IsSupportedModAndPlatform() = 0;
virtual float GetHostTime() = 0; virtual int GetHostTickCount() = 0; virtual int TimeToTicks( float flTime ) = 0; virtual float TicksToTime( int nTick ) = 0;
virtual bool ReadDemoHeader( const char *pFilename, demoheader_t &header ) = 0; virtual const char *GetGameDir() = 0; virtual void Cbuf_AddText( const char *pCmd ) = 0; virtual void Cbuf_Execute() = 0; virtual void Host_Disconnect( bool bShowMainMenu ) = 0; virtual void HostState_Shutdown() = 0; virtual const char *GetModDir() = 0;
virtual bool CopyFile( const char *pSource, const char *pDest ) = 0;
virtual bool LZSS_Compress( char *pDest, unsigned int *pDestLen, const char *pSource, unsigned int nSourceLen ) = 0; virtual bool LZSS_Decompress( char *pDest, unsigned int *pDestLen, const char *pSource, unsigned int nSourceLen ) = 0;
virtual bool MD5_HashBuffer( unsigned char pDigest[16], const unsigned char *pBuffer, int nSize, unsigned int pSeed[4] ) = 0;
// Server-specific
virtual IReplayServer *GetReplayServer() = 0; virtual IServer *GetReplayServerAsIServer() = 0; virtual IServer *GetGameServer() = 0; virtual bool GetSessionRecordBuffer( uint8 **ppSessionBuffer, int *pSize ) = 0; virtual bool IsDedicated() = 0; virtual void ResetReplayRecordBuffer() = 0; virtual demoheader_t *GetReplayDemoHeader() = 0; virtual void RecalculateTags() = 0; virtual bool NET_GetHostnameAsIP( const char *pHostname, char *pOut, int nOutSize ) = 0; };
//
// Allows the replay and client DLL's to talk to the engine
//
#if !defined( DEDICATED )
class IEngineClientReplay : public IBaseInterface { public: virtual INetChannel *GetNetChannel() = 0; virtual bool IsConnected() = 0; virtual bool IsListenServer() = 0; virtual float GetLastServerTickTime() = 0; virtual const char *GetLevelName() = 0; virtual const char *GetLevelNameShort() = 0; virtual int GetPlayerSlot() = 0; virtual bool IsPlayingReplayDemo() = 0; virtual IClientEntityList *GetClientEntityList() = 0; virtual IClientReplay *GetClientReplayInt() = 0; virtual uint32 GetClientSteamID() = 0; virtual void Con_NPrintf( int nPos, PRINTF_FORMAT_STRING const char *pFormat, ... ) = 0; virtual CGlobalVarsBase *GetClientGlobalVars() = 0; virtual void VGui_PlaySound( const char *pSound ) = 0; virtual void EngineVGui_ConfirmQuit() = 0; virtual int GetScreenWidth() = 0; virtual int GetScreenHeight() = 0; virtual bool IsDemoPlayingBack() = 0; virtual bool IsGamePathValidAndSafeForDownload( const char *pGamePath ) = 0; virtual bool IsInGame() = 0;
virtual void InitSoundRecord() = 0;
virtual void Wave_CreateTmpFile( const char *pFilename ) = 0; virtual void Wave_AppendTmpFile( const char *pFilename, void *pBuffer, int nNumSamples ) = 0; virtual void Wave_FixupTmpFile( const char *pFilename ) = 0;
}; #endif // !defined( DEDICATED )
//----------------------------------------------------------------------------------------
#endif // IENGINEREPLAY_H
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