Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NETWORKSTRINGTABLE_GAMEDLL_H
#define NETWORKSTRINGTABLE_GAMEDLL_H
#ifdef _WIN32
#pragma once
#endif
#include "networkstringtabledefs.h"
class CStringTableSaveRestoreOps;
// String tables used by the game DLL
#define MAX_VGUI_SCREEN_STRING_BITS 8
#define MAX_VGUI_SCREEN_STRINGS ( 1 << MAX_VGUI_SCREEN_STRING_BITS )
#define VGUI_SCREEN_INVALID_STRING ( MAX_VGUI_SCREEN_STRINGS - 1 )
#define MAX_MATERIAL_STRING_BITS 10
#define MAX_MATERIAL_STRINGS ( 1 << MAX_MATERIAL_STRING_BITS )
#define OVERLAY_MATERIAL_INVALID_STRING ( MAX_MATERIAL_STRINGS - 1 )
#define MAX_CHOREO_SCENES_STRING_BITS 13
#define MAX_CHOREO_SCENES_STRINGS ( 1 << MAX_CHOREO_SCENES_STRING_BITS )
#define CHOREO_SCENES_INVALID_STRING ( MAX_CHOREO_SCENES_STRINGS - 1 )
#define MAX_PARTICLESYSTEMS_STRING_BITS 12
#define MAX_PARTICLESYSTEMS_STRINGS ( 1 << MAX_PARTICLESYSTEMS_STRING_BITS )
#define PARTICLESYSTEMS_INVALID_STRING ( MAX_PARTICLESYSTEMS_STRINGS - 1 )
extern INetworkStringTableContainer *networkstringtable;
extern INetworkStringTable *g_pStringTableVguiScreen;
extern INetworkStringTable *g_pStringTableEffectDispatch;
extern INetworkStringTable *g_pStringTableClientSideChoreoScenes;
#define MAX_INFOPANEL_STRINGS 128
// save/load
extern CStringTableSaveRestoreOps g_VguiScreenStringOps;
#endif // NETWORKSTRINGTABLE_GAMEDLL_H