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