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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/basepresence.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/basepresence.h')
-rw-r--r--mp/src/game/client/basepresence.h110
1 files changed, 55 insertions, 55 deletions
diff --git a/mp/src/game/client/basepresence.h b/mp/src/game/client/basepresence.h
index fa7a385d..c23a33cb 100644
--- a/mp/src/game/client/basepresence.h
+++ b/mp/src/game/client/basepresence.h
@@ -1,55 +1,55 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base implementation of the IPresence interface
-//
-//=============================================================================
-
-#ifndef BASEPRESENCE_H
-#define BASEPRESENCE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "ipresence.h"
-#include "igamesystem.h"
-
-//-----------------------------------------------------------------------------
-// Purpose: Common implementation for setting user contexts and properties.
-// Each client should inherit from this to implement mod-specific presence info.
-//-----------------------------------------------------------------------------
-class CBasePresence : public IPresence, public CAutoGameSystemPerFrame
-{
-public:
- // CBaseGameSystemPerFrame overrides
- virtual bool Init( void );
- virtual void Shutdown( void );
- virtual void Update( float frametime );
- virtual char const *Name( void ) { return "presence"; }
-
- // IPresence Interface
- virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false );
- virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false );
- virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
- virtual uint GetPresenceID( const char *pIdName );
- virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
- virtual const char *GetPropertyIdString( const uint id );
-
- // Stats reporting
- virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
- virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType );
- virtual void UploadStats();
-
-protected:
- bool m_bArbitrated;
- bool m_bReportingStats;
- HANDLE m_hSession;
- CUtlVector< XUSER_PROPERTY > m_PlayerStats;
-
- //---------------------------------------------------------
- // Debug support
- //---------------------------------------------------------
- CON_COMMAND_MEMBER_F( CBasePresence, "user_context", DebugUserSetContext, "Set a Rich Presence Context: user_context <context id> <context value>", 0 )
- CON_COMMAND_MEMBER_F( CBasePresence, "user_property", DebugUserSetProperty, "Set a Rich Presence Property: user_property <property id>", 0 )
-};
-
-#endif // BASEPRESENCE_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Base implementation of the IPresence interface
+//
+//=============================================================================
+
+#ifndef BASEPRESENCE_H
+#define BASEPRESENCE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ipresence.h"
+#include "igamesystem.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Common implementation for setting user contexts and properties.
+// Each client should inherit from this to implement mod-specific presence info.
+//-----------------------------------------------------------------------------
+class CBasePresence : public IPresence, public CAutoGameSystemPerFrame
+{
+public:
+ // CBaseGameSystemPerFrame overrides
+ virtual bool Init( void );
+ virtual void Shutdown( void );
+ virtual void Update( float frametime );
+ virtual char const *Name( void ) { return "presence"; }
+
+ // IPresence Interface
+ virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false );
+ virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false );
+ virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
+ virtual uint GetPresenceID( const char *pIdName );
+ virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
+ virtual const char *GetPropertyIdString( const uint id );
+
+ // Stats reporting
+ virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
+ virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType );
+ virtual void UploadStats();
+
+protected:
+ bool m_bArbitrated;
+ bool m_bReportingStats;
+ HANDLE m_hSession;
+ CUtlVector< XUSER_PROPERTY > m_PlayerStats;
+
+ //---------------------------------------------------------
+ // Debug support
+ //---------------------------------------------------------
+ CON_COMMAND_MEMBER_F( CBasePresence, "user_context", DebugUserSetContext, "Set a Rich Presence Context: user_context <context id> <context value>", 0 )
+ CON_COMMAND_MEMBER_F( CBasePresence, "user_property", DebugUserSetProperty, "Set a Rich Presence Property: user_property <property id>", 0 )
+};
+
+#endif // BASEPRESENCE_H