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| author | Joe Ludwig <[email protected]> | 2013-12-03 08:54:16 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-03 08:54:16 -0800 |
| commit | beaae8ac45a2f322a792404092d4482065bef7ef (patch) | |
| tree | 747f35193ba235f0f0b070c05b53468a54559c8e /mp/src/game/server/vote_controller.h | |
| parent | Make .xcconfigs text files too. (diff) | |
| download | source-sdk-2013-beaae8ac45a2f322a792404092d4482065bef7ef.tar.xz source-sdk-2013-beaae8ac45a2f322a792404092d4482065bef7ef.zip | |
Updated the SDK with the latest code from the TF and HL2 branches
* Adds support for Visual Studio 2012 and 2013
* VR Mode:
. Switches from headtrack.dll to sourcevr.dll
. Improved readability of the UI in VR
. Removed the IPD calibration tool. TF2 will now obey the Oculus
configuration file. Use the Oculus calibration tool in your SDK or
install and run "OpenVR" under Tools in Steam to calibrate your IPD.
. Added dropdown to enable VR mode in the Video options. Removed the -vr
command line option.
. Added the ability to switch in and out of VR mode without quitting the
game
. By default VR mode will run full screen. To switch back to a
borderless window set the vr_force_windowed convar.
. Added support for VR mode on Linux
* Many assorted bug fixes and other changes from Team Fortress in
various shared files
Diffstat (limited to 'mp/src/game/server/vote_controller.h')
| -rw-r--r-- | mp/src/game/server/vote_controller.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/mp/src/game/server/vote_controller.h b/mp/src/game/server/vote_controller.h index 1bdd0281..0376d6a6 100644 --- a/mp/src/game/server/vote_controller.h +++ b/mp/src/game/server/vote_controller.h @@ -25,7 +25,7 @@ public: const char *GetTypeString( void ); // Connection between console command and specific type of issue virtual const char *GetDetailsString(); virtual void SetIssueDetails( const char *pszDetails ); // We need to know the details part of the con command for later - virtual void OnVoteFailed( void ); // The moment the vote fails, also has some time for feedback before the window goes away + virtual void OnVoteFailed( int iEntityHoldingVote ); // The moment the vote fails, also has some time for feedback before the window goes away virtual void OnVoteStarted( void ) {} // Called as soon as the vote starts virtual bool IsEnabled( void ) { return false; } // Query the issue to see if it's enabled virtual bool CanTeamCallVote( int iTeam ) const; // Can someone on the given team call this vote? @@ -40,6 +40,7 @@ public: virtual bool IsYesNoVote( void ); virtual void SetYesNoVoteCount( int iNumYesVotes, int iNumNoVotes, int iNumPotentialVotes ); virtual bool GetVoteOptions( CUtlVector <const char*> &vecNames ); // We use this to generate options for voting + virtual bool BRecordVoteFailureEventForEntity( int iVoteCallingEntityIndex ) const { return iVoteCallingEntityIndex != DEDICATED_SERVER; } protected: static void ListStandardNoArgCommand( CBasePlayer *forWhom, const char *issueString ); // List a Yes vote command |