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2020-08-04 13:13:01 -04:00

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C++

//========= 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