#ifndef GAME_CLIENT_COMPONENTS_VOTING_H #define GAME_CLIENT_COMPONENTS_VOTING_H #include #include #include class CVoting : public CComponent { CHeap m_Heap; static void ConCallvote(IConsole::IResult *pResult, void *pUserData); static void ConVote(IConsole::IResult *pResult, void *pUserData); int64 m_Closetime; char m_aDescription[512]; char m_aCommand[512]; int m_Voted; void ClearOptions(); void Callvote(const char *pType, const char *pValue); public: struct CVoteOption { CVoteOption *m_pNext; CVoteOption *m_pPrev; char m_aCommand[1]; }; CVoteOption *m_pFirst; CVoteOption *m_pLast; CVoting(); virtual void OnReset(); virtual void OnConsoleInit(); virtual void OnMessage(int Msgtype, void *pRawMsg); virtual void OnRender(); void RenderBars(CUIRect Bars, bool Text); void CallvoteKick(int ClientId, char *pReason); void CallvoteOption(int Option); void ForcevoteKick(int ClientId); void ForcevoteOption(int Option); void Vote(int v); // -1 = no, 1 = yes int SecondsLeft() { return (m_Closetime - time_get())/time_freq(); } bool IsVoting() { return m_Closetime != 0; } int TakenChoice() const { return m_Voted; } const char *VoteDescription() const { return m_aDescription; } const char *VoteCommand() const { return m_aCommand; } int m_Yes, m_No, m_Pass, m_Total; }; #endif