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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /engine/staticpropmgr.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'engine/staticpropmgr.h')
| -rw-r--r-- | engine/staticpropmgr.h | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/engine/staticpropmgr.h b/engine/staticpropmgr.h new file mode 100644 index 0000000..3e68f84 --- /dev/null +++ b/engine/staticpropmgr.h @@ -0,0 +1,81 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Revision: $ +// $NoKeywords: $ +// +// This file contains a little interface to deal with static prop collisions +// +//=============================================================================// + +#ifndef STATICPROPMGR_H +#define STATICPROPMGR_H + +#include "mathlib/vector.h" +#include "engine/IStaticPropMgr.h" + +// FIXME: Remove! Only here for the test against old code +#include "enginetrace.h" + + +//----------------------------------------------------------------------------- +// foward declarations +//----------------------------------------------------------------------------- +class ICollideable; +FORWARD_DECLARE_HANDLE( LightCacheHandle_t ); +class IPooledVBAllocator; + + +//----------------------------------------------------------------------------- +// The engine's static prop manager +//----------------------------------------------------------------------------- +abstract_class IStaticPropMgrEngine +{ +public: + virtual bool Init() = 0; + virtual void Shutdown() = 0; + + // Call at the beginning of the level, will unserialize all static + // props and add them to the main collision tree + virtual void LevelInit() = 0; + + // Call this when there's a client, *after* LevelInit, and after the world entity is loaded + virtual void LevelInitClient() = 0; + + // Call this when there's a client, *before* LevelShutdown + virtual void LevelShutdownClient() = 0; + + // Call at the end of the level, cleans up the static props + virtual void LevelShutdown() = 0; + + // Call this to recompute static prop lighting when necessary + virtual void RecomputeStaticLighting() = 0; + + // Check if a static prop is in a particular PVS. + virtual bool IsPropInPVS( IHandleEntity *pHandleEntity, const byte *pVis ) const = 0; + + // returns a collideable interface to static props + virtual ICollideable *GetStaticProp( IHandleEntity *pHandleEntity ) = 0; + + // returns the lightcache handle associated with a static prop + virtual LightCacheHandle_t GetLightCacheHandleForStaticProp( IHandleEntity *pHandleEntity ) = 0; + + // Is a base handle a static prop? + virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const = 0; + virtual bool IsStaticProp( CBaseHandle handle ) const = 0; + + // Returns the static prop index (useful for networking) + virtual int GetStaticPropIndex( IHandleEntity *pHandleEntity ) const = 0; + + virtual bool PropHasBakedLightingDisabled( IHandleEntity *pHandleEntity) const = 0; +}; + + +//----------------------------------------------------------------------------- +// Singleton access +//----------------------------------------------------------------------------- +IStaticPropMgrEngine* StaticPropMgr(); + + +#endif // STATICPROPMGR_H |