diff --git a/public/igameevents.h b/public/igameevents.h index 723af966..4a2be89f 100644 --- a/public/igameevents.h +++ b/public/igameevents.h @@ -17,10 +17,6 @@ #endif #include "tier1/interface.h" - -#define INTERFACEVERSION_GAMEEVENTSMANAGER "GAMEEVENTSMANAGER001" // old game event manager, don't use it! -#define INTERFACEVERSION_GAMEEVENTSMANAGER2 "GAMEEVENTSMANAGER002" // new game event manager, - #include "tier1/bitbuf.h" class CSVCMsg_GameEvent; @@ -145,62 +141,8 @@ public: virtual int LookupEventId( const char *name ) = 0; - virtual void ReloadEventDefinitions() = 0; - virtual void UnloadEventsFile( const char *filename ) = 0; + virtual void PrintEventToString( IGameEvent *event, CUtlString &out ) = 0; }; -// the old game event manager interface, don't use it. Rest is legacy support: - -abstract_class IGameEventListener -{ -public: - virtual ~IGameEventListener( void ) {}; - - // FireEvent is called by EventManager if event just occured - // KeyValue memory will be freed by manager if not needed anymore - virtual void FireGameEvent( KeyValues * event) = 0; -}; - -abstract_class IGameEventManager : public IBaseInterface -{ -public: - virtual ~IGameEventManager( void ) {}; - - // load game event descriptions from a file eg "resource\gameevents.res" - virtual int LoadEventsFromFile( const char * filename ) = 0; - - // removes all and anything - virtual void Reset() = 0; - - virtual KeyValues *GetEvent(const char * name) = 0; // returns keys for event - - // adds a listener for a particular event - virtual bool AddListener( IGameEventListener * listener, const char * event, bool bIsServerSide ) = 0; - // registers for all known events - virtual bool AddListener( IGameEventListener * listener, bool bIsServerSide ) = 0; - - // removes a listener - virtual void RemoveListener( IGameEventListener * listener) = 0; - - // fires an global event, specific event data is stored in KeyValues - // local listeners will receive the event instantly - // a network message will be send to all connected clients to invoke - // the same event there - virtual bool FireEvent( KeyValues * event ) = 0; - - // fire a side server event, that it wont be broadcasted to player clients - virtual bool FireEventServerOnly( KeyValues * event ) = 0; - - // fires an event only on this local client - // can be used to fake events coming over the network - virtual bool FireEventClientOnly( KeyValues * event ) = 0; - - // write/read event to/from bitbuffer - virtual bool SerializeKeyValues( KeyValues *event, bf_write *buf, CGameEvent *eventtype = NULL ) = 0; - virtual KeyValues *UnserializeKeyValue( bf_read *msg ) = 0; // create new KeyValues, must be deleted -}; - - - #endif // IGAMEEVENTS_H