Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: GC based lobby. Matchmaking assigns players to a lobby
//
//=============================================================================
#ifndef LOBBY_H
#define LOBBY_H
#ifdef _WIN32
#pragma once
#endif
#include "playergroup.h"
namespace GCSDK
{
class CSharedObject;
class ILobby : public IPlayerGroup
{
public:
virtual ~ILobby() { }
};
class CLobbyInvite : public GCSDK::CProtoBufSharedObject<CSOLobbyInvite, k_EProtoObjectLobbyInvite>, public GCSDK::IPlayerGroupInvite
{
//This is disabled since people shouldn't create these objects directly and should instead instantiate game specific versions of them
//DECLARE_CLASS_MEMPOOL( CLobbyInvite );
public:
const static int k_nTypeID = k_EProtoObjectLobbyInvite;
virtual const CSteamID GetSenderID() const { return Obj().sender_id(); }
virtual PlayerGroupID_t GetGroupID() const { return Obj().group_id(); }
virtual const char* GetSenderName() const { return Obj().sender_name().c_str(); }
virtual GCSDK::CSharedObject* GetSharedObject() { return this; }
#ifdef GC
// NOTE: These do not dirty fields
virtual void SetSenderID( const CSteamID &steamID ) { Obj().set_sender_id( steamID.ConvertToUint64() ); }
virtual void SetGroupID( PlayerGroupID_t nGroupID ) { Obj().set_group_id( nGroupID ); }
virtual void SetSenderName( const char *szName ) { Obj().set_sender_name( szName ); }
virtual void YldInitFromPlayerGroup( IPlayerGroup *pPlayerGroup );
#endif
};
}
#endif