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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 /sp/src/public/iclient.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 'sp/src/public/iclient.h')
-rw-r--r--sp/src/public/iclient.h184
1 files changed, 92 insertions, 92 deletions
diff --git a/sp/src/public/iclient.h b/sp/src/public/iclient.h
index 9901e288..2ba39e2a 100644
--- a/sp/src/public/iclient.h
+++ b/sp/src/public/iclient.h
@@ -1,92 +1,92 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef ICLIENT_H
-#define ICLIENT_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include <inetmsghandler.h>
-#include "tier0/platform.h"
-#include "userid.h"
-
-class IServer;
-class INetMessage;
-
-abstract_class IClient : public INetChannelHandler
-{
-public:
- virtual ~IClient() {}
-
- // connect client
- virtual void Connect(const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge ) = 0;
-
- // set the client in a pending state waiting for a new game
- virtual void Inactivate( void ) = 0;
-
- // Reconnect without dropiing the netchannel
- virtual void Reconnect( void ) = 0; // froce reconnect
-
- // disconnects a client with a given reason
- virtual void Disconnect( PRINTF_FORMAT_STRING const char *reason, ... ) = 0;
-
- virtual int GetPlayerSlot() const = 0; // returns client slot (usually entity number-1)
- virtual int GetUserID() const = 0; // unique ID on this server
- virtual const USERID_t GetNetworkID() const = 0; // network wide ID
- virtual const char *GetClientName() const = 0; // returns client name
- virtual INetChannel *GetNetChannel() = 0; // returns client netchannel
- virtual IServer *GetServer() = 0; // returns the object server the client belongs to
- virtual const char *GetUserSetting(const char *cvar) const = 0; // returns a clients FCVAR_USERINFO setting
- virtual const char *GetNetworkIDString() const = 0; // returns a human readable representation of the network id
-
- // set/get client data rate in bytes/second
- virtual void SetRate( int nRate, bool bForce ) = 0;
- virtual int GetRate( void ) const = 0;
-
- // set/get updates/second rate
- virtual void SetUpdateRate( int nUpdateRate, bool bForce ) = 0;
- virtual int GetUpdateRate( void ) const = 0;
-
- // clear complete object & free all memory
- virtual void Clear( void ) = 0;
-
- // returns the highest world tick number acknowledge by client
- virtual int GetMaxAckTickCount() const = 0;
-
- // execute a client command
- virtual bool ExecuteStringCommand( const char *s ) = 0;
- // send client a network message
- virtual bool SendNetMsg(INetMessage &msg, bool bForceReliable = false) = 0;
- // send client a text message
- virtual void ClientPrintf (PRINTF_FORMAT_STRING const char *fmt, ...) = 0;
-
- // client has established network channels, nothing else
- virtual bool IsConnected( void ) const = 0;
- // client is downloading signon data
- virtual bool IsSpawned( void ) const = 0;
- // client active is ingame, receiving snapshots
- virtual bool IsActive( void ) const = 0;
- // returns true, if client is not a real player
- virtual bool IsFakeClient( void ) const = 0;
- // returns true, if client is a HLTV proxy
- virtual bool IsHLTV( void ) const = 0;
-#if defined( REPLAY_ENABLED )
- // returns true, if client is a Replay proxy
- virtual bool IsReplay( void ) const = 0;
-#else
- // !KLUDGE! Reduce number of #ifdefs required
- inline bool IsReplay( void ) const { return false; }
-#endif
- // returns true, if client hears this player
- virtual bool IsHearingClient(int index) const = 0;
- // returns true, if client hears this player by proximity
- virtual bool IsProximityHearingClient(int index) const = 0;
-
- virtual void SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize ) = 0;
-};
-
-#endif // ICLIENT_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef ICLIENT_H
+#define ICLIENT_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include <inetmsghandler.h>
+#include "tier0/platform.h"
+#include "userid.h"
+
+class IServer;
+class INetMessage;
+
+abstract_class IClient : public INetChannelHandler
+{
+public:
+ virtual ~IClient() {}
+
+ // connect client
+ virtual void Connect(const char * szName, int nUserID, INetChannel *pNetChannel, bool bFakePlayer, int clientChallenge ) = 0;
+
+ // set the client in a pending state waiting for a new game
+ virtual void Inactivate( void ) = 0;
+
+ // Reconnect without dropiing the netchannel
+ virtual void Reconnect( void ) = 0; // froce reconnect
+
+ // disconnects a client with a given reason
+ virtual void Disconnect( PRINTF_FORMAT_STRING const char *reason, ... ) = 0;
+
+ virtual int GetPlayerSlot() const = 0; // returns client slot (usually entity number-1)
+ virtual int GetUserID() const = 0; // unique ID on this server
+ virtual const USERID_t GetNetworkID() const = 0; // network wide ID
+ virtual const char *GetClientName() const = 0; // returns client name
+ virtual INetChannel *GetNetChannel() = 0; // returns client netchannel
+ virtual IServer *GetServer() = 0; // returns the object server the client belongs to
+ virtual const char *GetUserSetting(const char *cvar) const = 0; // returns a clients FCVAR_USERINFO setting
+ virtual const char *GetNetworkIDString() const = 0; // returns a human readable representation of the network id
+
+ // set/get client data rate in bytes/second
+ virtual void SetRate( int nRate, bool bForce ) = 0;
+ virtual int GetRate( void ) const = 0;
+
+ // set/get updates/second rate
+ virtual void SetUpdateRate( int nUpdateRate, bool bForce ) = 0;
+ virtual int GetUpdateRate( void ) const = 0;
+
+ // clear complete object & free all memory
+ virtual void Clear( void ) = 0;
+
+ // returns the highest world tick number acknowledge by client
+ virtual int GetMaxAckTickCount() const = 0;
+
+ // execute a client command
+ virtual bool ExecuteStringCommand( const char *s ) = 0;
+ // send client a network message
+ virtual bool SendNetMsg(INetMessage &msg, bool bForceReliable = false) = 0;
+ // send client a text message
+ virtual void ClientPrintf (PRINTF_FORMAT_STRING const char *fmt, ...) = 0;
+
+ // client has established network channels, nothing else
+ virtual bool IsConnected( void ) const = 0;
+ // client is downloading signon data
+ virtual bool IsSpawned( void ) const = 0;
+ // client active is ingame, receiving snapshots
+ virtual bool IsActive( void ) const = 0;
+ // returns true, if client is not a real player
+ virtual bool IsFakeClient( void ) const = 0;
+ // returns true, if client is a HLTV proxy
+ virtual bool IsHLTV( void ) const = 0;
+#if defined( REPLAY_ENABLED )
+ // returns true, if client is a Replay proxy
+ virtual bool IsReplay( void ) const = 0;
+#else
+ // !KLUDGE! Reduce number of #ifdefs required
+ inline bool IsReplay( void ) const { return false; }
+#endif
+ // returns true, if client hears this player
+ virtual bool IsHearingClient(int index) const = 0;
+ // returns true, if client hears this player by proximity
+ virtual bool IsProximityHearingClient(int index) const = 0;
+
+ virtual void SetMaxRoutablePayloadSize( int nMaxRoutablePayloadSize ) = 0;
+};
+
+#endif // ICLIENT_H