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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client VoteController
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_VoteController_H
#define C_VoteController_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#include "GameEventListener.h"
class C_VoteController : public C_BaseEntity, public CGameEventListener
{
DECLARE_CLASS( C_VoteController, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_VoteController();
virtual ~C_VoteController();
virtual void Spawn( void );
virtual void ClientThink( void );
static void RecvProxy_VoteType( const CRecvProxyData *pData, void *pStruct, void *pOut );
static void RecvProxy_VoteOption( const CRecvProxyData *pData, void *pStruct, void *pOut );
void FireGameEvent( IGameEvent *event );
protected:
void ResetData();
int m_iActiveIssueIndex;
int m_iOnlyTeamToVote;
int m_nVoteOptionCount[MAX_VOTE_OPTIONS];
int m_iVoteChoiceIndex;
int m_nPotentialVotes;
bool m_bVotesDirty; // Received a vote, so remember to tell the Hud
bool m_bTypeDirty; // Vote type changed, so show or hide the Hud
bool m_bIsYesNoVote;
};
#endif // C_VoteController_H
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