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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/mapentities.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/mapentities.h')
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+//========= 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