Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef HLTVCLIENTSTATE_H
#define HLTVCLIENTSTATE_H
#ifdef _WIN32
#pragma once
#endif
#include "baseclientstate.h"
class CClientFrame;
class CHLTVServer;
extern ConVar tv_name;
class CHLTVClientState : public CBaseClientState
{
friend class CHLTVServer;
public:
CHLTVClientState();
virtual ~CHLTVClientState();
public:
const char *GetCDKeyHash() { return "HLTVHLTVHLTVHLTVHLTVHLTVHLTVHLTV"; }; // haha
bool SetSignonState ( int state, int count );
void SendClientInfo( void );
void PacketEnd( void );
void Clear( void );
void RunFrame ( void );
void InstallStringTableCallback( char const *tableName );
virtual bool HookClientStringTable( char const *tableName );
virtual const char *GetClientName() { return tv_name.GetString(); }
void ConnectionCrashed( const char * reason );
void ConnectionClosing( const char * reason );
int GetConnectionRetryNumber() const;
void ReadEnterPVS( CEntityReadInfo &u );
void ReadLeavePVS( CEntityReadInfo &u );
void ReadDeltaEnt( CEntityReadInfo &u );
void ReadPreserveEnt( CEntityReadInfo &u );
void ReadDeletions( CEntityReadInfo &u );
void CopyNewEntity( CEntityReadInfo &u, int iClass, int iSerialNum );
public: // IServerMessageHandlers
PROCESS_NET_MESSAGE( StringCmd );
PROCESS_NET_MESSAGE( SetConVar );
PROCESS_SVC_MESSAGE( ServerInfo );
PROCESS_SVC_MESSAGE( ClassInfo );
PROCESS_SVC_MESSAGE( VoiceInit );
PROCESS_SVC_MESSAGE( VoiceData );
PROCESS_SVC_MESSAGE( Sounds );
PROCESS_SVC_MESSAGE( FixAngle );
PROCESS_SVC_MESSAGE( CrosshairAngle );
PROCESS_SVC_MESSAGE( BSPDecal );
PROCESS_SVC_MESSAGE( GameEvent );
PROCESS_SVC_MESSAGE( UserMessage );
PROCESS_SVC_MESSAGE( EntityMessage );
PROCESS_SVC_MESSAGE( SetView );
PROCESS_SVC_MESSAGE( PacketEntities );
PROCESS_SVC_MESSAGE( TempEntities );
PROCESS_SVC_MESSAGE( Prefetch );
PROCESS_SVC_MESSAGE( GameEventList );
PROCESS_SVC_MESSAGE( Menu );
public:
void SendPacket();
void UpdateStats();
CClientFrame *m_pNewClientFrame; // not NULL if we just got a packet with a new entity frame
CClientFrame *m_pCurrentClientFrame; // NULL or pointer to last entity frame
bool m_bSaveMemory; //compress data as much as possible to keep whole demos in memory
float m_fNextSendUpdateTime;
CHLTVServer *m_pHLTV; // HLTV server this client state belongs too.
};
#endif // HLTVCLIENTSTATE_H