//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef DT_COMMON_ENG_H #define DT_COMMON_ENG_H #ifdef _WIN32 #pragma once #endif class CBaseClientState; class ServerClass; // For shortcutting when server and client have the same game .dll // data void DataTable_CreateClientTablesFromServerTables(); void DataTable_CreateClientClassInfosFromServerClasses( CBaseClientState *pState ); void DataTable_ClearWriteFlags( ServerClass *pClasses ); bool DataTable_LoadDataTablesFromBuffer( bf_read *pBuf, int nDemoProtocol ); void DataTable_WriteSendTablesBuffer( ServerClass *pClasses, bf_write *pBuf ); void DataTable_WriteClassInfosBuffer(ServerClass *pClasses, bf_write *pBuf ); bool DataTable_SetupReceiveTableFromSendTable( SendTable *sendTable, bool bNeedsDecoder ); #endif // DT_COMMON_ENG_H