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* Mostly rebuild CServer structure. * Partially rebuild CNetworkStringTable structure. * Partially rebuild CNetworkStringTableContainer structure. * Removed redundant patterns which are now covered in the data structure.
49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef NETWORKSTRINGTABLE_H
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#define NETWORKSTRINGTABLE_H
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typedef int TABLEID;
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class INetworkStringTable
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{
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INetworkStringTable* m_pVTable;
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};
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class CNetworkStringTable : public INetworkStringTable
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{
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public:
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TABLEID GetTableId(void) const;
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int GetMaxStrings(void) const;
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const char* GetTableName(void) const;
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int GetEntryBits(void) const;
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void SetTick(int tick_count);
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bool Lock(bool bLock);
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TABLEID m_id;
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bool m_bLocked; // Might be wrong!
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char* m_pszTableName;
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int m_nMaxEntries;
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int m_nEntryBits;
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int m_nTickCount;
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int m_nLastChangedTick;
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uint32_t m_nFlags;
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// !TODO
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};
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class CNetworkStringTableContainer : public INetworkStringTable
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{
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public:
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bool m_bAllowCreation; // creat guard Guard
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int m_nTickCount; // current tick
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bool m_bLocked; // currently locked?
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bool m_bEnableRollback; // enables rollback feature
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//CUtlVector < CNetworkStringTable* > m_Tables; // the string tables
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};
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#endif // NETWORKSTRINGTABLE_H
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