#include "hltvclientwrapper.h" HLTVClientWrapper::HLTVClientWrapper() { m_Client = nullptr; } void HLTVClientWrapper::Initialize(const char *ip, const char *password, IClient *client) { m_Ip = ip; m_Password = password; m_Client = client; } const char *HLTVClientWrapper::Name() { return m_Client->GetClientName(); } const char *HLTVClientWrapper::Ip() { return m_Ip.chars(); } const char *HLTVClientWrapper::Password() { return m_Password.chars(); } unsigned int HLTVClientWrapper::GetLanguageId() { // TODO expose natives to override spectator client language and remove native ifdefs unsigned int langid = translator->GetServerLanguage(); translator->GetLanguageByName(m_Client->GetUserSetting("cl_language"), &langid); return langid; } bool HLTVClientWrapper::IsConnected() { return m_Client && m_Client->IsConnected(); } IClient *HLTVClientWrapper::BaseClient() { return m_Client; } void HLTVClientWrapper::Kick(const char *reason) { // Go this route due to different IClient::Disconnect signatures in games.. m_Client->GetServer()->DisconnectClient(m_Client, reason); }