Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CL_DEMOACTIONMANAGER_H
#define CL_DEMOACTIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
class CUtlBuffer;
namespace vgui { class Panel; };
class CBaseDemoAction; struct democmdinfo_t;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
abstract_class IDemoActionManager { public: virtual ~IDemoActionManager( void ) {}
virtual void Init( void ) = 0; virtual void Shutdown( void ) = 0;
virtual void StartPlaying( char const *demfilename ) = 0; virtual void StopPlaying() = 0;
virtual void Update( bool newframe, int demoframe, float demotime ) = 0;
virtual void SaveToBuffer( CUtlBuffer& buf ) = 0; virtual void SaveToFile( void ) = 0;
virtual char const *GetCurrentDemoFile( void ) = 0;
virtual int GetActionCount( void ) = 0; virtual CBaseDemoAction *GetAction( int index ) = 0; virtual void AddAction( CBaseDemoAction *action ) = 0; virtual void RemoveAction( CBaseDemoAction *action ) = 0;
virtual bool IsDirty( void ) const = 0; virtual void SetDirty( bool dirty ) = 0;
virtual void ReloadFromDisk( void ) = 0;
virtual void DispatchEvents() = 0; virtual void InsertFireEvent( CBaseDemoAction *action ) = 0;
virtual bool OverrideView( democmdinfo_t& info, int tick ) = 0; };
extern IDemoActionManager *demoaction;
#endif // CL_DEMOACTIONMANAGER_H
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