Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF implementation of the IPresence interface
//
//=============================================================================
#ifndef TF_TIPS_H
#define TF_TIPS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_shareddefs.h"
struct CaptainCanteenAsset_t { char szImage[ MAX_PATH ]; float flRarity; };
//-----------------------------------------------------------------------------
// Purpose: helper class for TF tips
//-----------------------------------------------------------------------------
class CTFTips : public CAutoGameSystem { public: CTFTips();
virtual bool Init(); virtual char const *Name() { return "CTFTips"; }
const wchar_t *GetRandomTip( int &iClassUsed ); // iClassUsed will be filled in with the class that was selected
const wchar_t *GetNextClassTip( int iClass ); const wchar_t *GetArenaTip( void ); const wchar_t *GetAbuseReportTip( void ); const wchar_t *GetRandomMvMTip( int &iClassUsed ); // iClassUsed will be filled in with the class that was selected
void GetRandomCaptainCanteenImages( const char **ppchBody, const char **ppchMisc, const char **ppchHat );
private: const wchar_t *GetTip( int iClass, int iTip ); const char *GetRandomCaptainCanteenAsset( CUtlVector< CaptainCanteenAsset_t > *pAssetBucket );
int m_iTipCount[TF_LAST_NORMAL_CLASS+1]; // how many tips there are for each class
int m_iTipCountAll; // how many tips there are total
int m_iCurrentClassTip; // index of current per-class tip
bool m_bInited; // have we been initialized
int m_iArenaTipCount; int m_iMvMTipCount;
CUtlVector< CaptainCanteenAsset_t > m_CaptainCanteenBody; CUtlVector< CaptainCanteenAsset_t > m_CaptainCanteenMisc; CUtlVector< CaptainCanteenAsset_t > m_CaptainCanteenHat; };
extern CTFTips g_TFTips; #endif // TF_TIPS_H
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