//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: TF implementation of the IPresence interface // //============================================================================= #ifndef TF_PRESENCE_H #define TF_PRESENCE_H #ifdef _WIN32 #pragma once #endif #include "GameEventListener.h" #include "basepresence.h" #include "hl2orange.spa.h" //----------------------------------------------------------------------------- // Purpose: TF implementation for setting user contexts and properties. //----------------------------------------------------------------------------- class CTF_Presence : public CBasePresence, public CGameEventListener { public: // IGameEventListener Interface virtual void FireGameEvent( IGameEvent * event ); // CBaseGameSystemPerFrame overrides virtual bool Init( void ); virtual void LevelInitPreEntity( void ); // IPresence interface virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ); virtual uint GetPresenceID( const char *pIDName ); virtual const char *GetPropertyIdString( const unsigned int id ); virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ); virtual void UploadStats(); private: bool m_bIsInCommentary; #if defined( _X360 ) XSESSION_VIEW_PROPERTIES m_ViewProperties[3]; #endif }; #endif // TF_PRESENCE_H