//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef IHLTV_H #define IHLTV_H #ifdef _WIN32 #pragma once #endif #include "interface.h" class IServer; class IHLTVDirector; class IGameEvent; struct netadr_s; //----------------------------------------------------------------------------- // Interface the HLTV module exposes to the engine //----------------------------------------------------------------------------- #define INTERFACEVERSION_HLTVSERVER "HLTVServer001" class IHLTVServer : public IBaseInterface { public: virtual ~IHLTVServer() {} virtual IServer *GetBaseServer(void) = 0; // get HLTV base server interface virtual IHLTVDirector *GetDirector(void) = 0; // get director interface virtual int GetHLTVSlot(void) = 0; // return entity index-1 of HLTV in game virtual float GetOnlineTime(void) = 0; // seconds since broadcast started virtual void GetLocalStats(int &proxies, int &slots, int &specs) = 0; virtual void GetGlobalStats(int &proxies, int &slots, int &specs) = 0; virtual const netadr_s *GetRelayAddress(void) = 0; // returns relay address virtual bool IsMasterProxy( void) = 0; // true, if this is the HLTV master proxy virtual bool IsDemoPlayback(void) = 0; // true if this is a HLTV demo virtual void BroadcastEvent( IGameEvent *event) = 0; // send a director command to all specs }; #endif