Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYPERFORMANCE_H
#define REPLAYPERFORMANCE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "shared_defs.h"
#include "qlimits.h"
//----------------------------------------------------------------------------------------
class CReplay; class KeyValues;
//----------------------------------------------------------------------------------------
class CReplayPerformance { public: CReplayPerformance( CReplay *pReplay );
inline bool HasInTick() const { return m_nTickIn >= 0; } inline bool HasOutTick() const { return m_nTickOut >= 0; }
inline int GetTickIn() const { return m_nTickIn; } inline int GetTickOut() const { return m_nTickOut; }
void Copy( const CReplayPerformance *pSrc ); void CopyTicks( const CReplayPerformance *pSrc );
void SetFilename( const char *pFilename ); const char *GetFullPerformanceFilename();
void AutoNameIfHasNoTitle( const char *pMapName ); void SetTitle( const wchar_t *pTitle ); // NOTE: Doesn't copy exactly - gets a valid filename for the returned performance.
CReplayPerformance *MakeCopy() const;
void Read( KeyValues *pIn ); void Write( KeyValues *pOut );
// NOTE: Any changes made here should be reflected in the copy constructor
// (which is called from MakeCopy()).
wchar_t m_wszTitle[MAX_TAKE_TITLE_LENGTH]; char m_szBaseFilename[ MAX_OSPATH ]; CReplay *m_pReplay; int m_nTickIn; int m_nTickOut;
private: CReplayPerformance( const CReplayPerformance *pPerformance ); };
//----------------------------------------------------------------------------------------
#endif // REPLAYPERFORMANCE_H
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