72 lines
2.0 KiB
C++
72 lines
2.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef GAMERULES_REGISTER_H
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#define GAMERULES_REGISTER_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Each game rules class must register using this in it's .cpp file.
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#if !defined(_STATIC_LINKED)
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#define REGISTER_GAMERULES_CLASS( className ) \
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void __CreateGameRules_##className() { new className; } \
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static CGameRulesRegister __g_GameRulesRegister_##className( #className, __CreateGameRules_##className );
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#else
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#define REGISTER_GAMERULES_CLASS( className ) \
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void MAKE_NAME_UNIQUE(__CreateGameRules_)##className() { new className; } \
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static CGameRulesRegister __g_GameRulesRegister_##className( #className, MAKE_NAME_UNIQUE(__CreateGameRules_)##className );
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#endif
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#ifdef _XBOX
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// force symbol expansion
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#define REGISTER_GAMERULES_CLASS2( className ) REGISTER_GAMERULES_CLASS( className )
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#endif
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class CGameRulesRegister
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{
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public:
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typedef void (*CreateGameRulesFn)();
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CGameRulesRegister( const char *pClassName, CreateGameRulesFn fn );
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// Allocates the gamerules object associated with this class.
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void CreateGameRules();
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static CGameRulesRegister* FindByName( const char *pName );
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private:
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const char *m_pClassName;
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CreateGameRulesFn m_pFn;
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CGameRulesRegister *m_pNext; // Links it into the global list.
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static CGameRulesRegister *s_pHead;
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};
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#ifdef CLIENT_DLL
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// The client forwards this call so the game rules manager can create the appropriate
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// game rules class.
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void InstallStringTableCallback_GameRules( const char *tableName );
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#else
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// Server calls this at startup.
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void CreateNetworkStringTables_GameRules();
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// Server calls this to install a specific game rules object. The class should have been registered
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// with REGISTER_GAMERULES_CLASS.
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void CreateGameRulesObject( const char *pClassName );
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#endif
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#endif // GAMERULES_REGISTER_H
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