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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 /game/server/mapentities.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/mapentities.h')
| -rw-r--r-- | game/server/mapentities.h | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/game/server/mapentities.h b/game/server/mapentities.h new file mode 100644 index 0000000..da06483 --- /dev/null +++ b/game/server/mapentities.h @@ -0,0 +1,47 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef MAPENTITIES_H +#define MAPENTITIES_H +#ifdef _WIN32 +#pragma once +#endif + +#include "mapentities_shared.h" + +// This class provides hooks into the map-entity loading process that allows CS to do some tricks +// when restarting the round. The main trick it tries to do is recreate all +abstract_class IMapEntityFilter +{ +public: + virtual bool ShouldCreateEntity( const char *pClassname ) = 0; + virtual CBaseEntity* CreateNextEntity( const char *pClassname ) = 0; +}; + +// Use the filter so you can prevent certain entities from being created out of the map. +// CSPort does this when restarting rounds. It wants to reload most entities from the map, but certain +// entities like the world entity need to be left intact. +void MapEntity_ParseAllEntities( const char *pMapData, IMapEntityFilter *pFilter=NULL, bool bActivateEntities=false ); + +const char *MapEntity_ParseEntity( CBaseEntity *&pEntity, const char *pEntData, IMapEntityFilter *pFilter ); +void MapEntity_PrecacheEntity( const char *pEntData, int &nStringSize ); + + +//----------------------------------------------------------------------------- +// Hierarchical spawn +//----------------------------------------------------------------------------- +struct HierarchicalSpawn_t +{ + CHandle<CBaseEntity> m_hEntity; + int m_nDepth; + CBaseEntity *m_pDeferredParent; // attachment parents can't be set until the parents are spawned + const char *m_pDeferredParentAttachment; // so defer setting them up until the second pass +}; + +void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities ); + +#endif // MAPENTITIES_H |