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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/eventqueue.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/eventqueue.h')
| -rw-r--r-- | mp/src/game/server/eventqueue.h | 166 |
1 files changed, 83 insertions, 83 deletions
diff --git a/mp/src/game/server/eventqueue.h b/mp/src/game/server/eventqueue.h index c7e6b992..1c7f030e 100644 --- a/mp/src/game/server/eventqueue.h +++ b/mp/src/game/server/eventqueue.h @@ -1,83 +1,83 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: A global class that holds a prioritized queue of entity I/O events.
-// Events can be posted with a nonzero delay, which determines how long
-// they are held before being dispatched to their recipients.
-//
-// The queue is serviced once per server frame.
-//
-//=============================================================================//
-
-#ifndef EVENTQUEUE_H
-#define EVENTQUEUE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "mempool.h"
-
-struct EventQueuePrioritizedEvent_t
-{
- float m_flFireTime;
- string_t m_iTarget;
- string_t m_iTargetInput;
- EHANDLE m_pActivator;
- EHANDLE m_pCaller;
- int m_iOutputID;
- EHANDLE m_pEntTarget; // a pointer to the entity to target; overrides m_iTarget
-
- variant_t m_VariantValue; // variable-type parameter
-
- EventQueuePrioritizedEvent_t *m_pNext;
- EventQueuePrioritizedEvent_t *m_pPrev;
-
- DECLARE_SIMPLE_DATADESC();
-
- DECLARE_FIXEDSIZE_ALLOCATOR( PrioritizedEvent_t );
-};
-
-class CEventQueue
-{
-public:
- // pushes an event into the queue, targeting a string name (m_iName), or directly by a pointer
- void AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
- void AddEvent( CBaseEntity *target, const char *action, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
- void AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
-
- void CancelEvents( CBaseEntity *pCaller );
- void CancelEventOn( CBaseEntity *pTarget, const char *sInputName );
- bool HasEventPending( CBaseEntity *pTarget, const char *sInputName );
-
- // services the queue, firing off any events who's time hath come
- void ServiceEvents( void );
-
- // debugging
- void ValidateQueue( void );
-
- // serialization
- int Save( ISave &save );
- int Restore( IRestore &restore );
-
- CEventQueue();
- ~CEventQueue();
-
- void Init( void );
- void Clear( void ); // resets the list
-
- void Dump( void );
-
-private:
-
- void AddEvent( EventQueuePrioritizedEvent_t *event );
- void RemoveEvent( EventQueuePrioritizedEvent_t *pe );
-
- DECLARE_SIMPLE_DATADESC();
- EventQueuePrioritizedEvent_t m_Events;
- int m_iListCount;
-};
-
-extern CEventQueue g_EventQueue;
-
-
-#endif // EVENTQUEUE_H
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: A global class that holds a prioritized queue of entity I/O events. +// Events can be posted with a nonzero delay, which determines how long +// they are held before being dispatched to their recipients. +// +// The queue is serviced once per server frame. +// +//=============================================================================// + +#ifndef EVENTQUEUE_H +#define EVENTQUEUE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "mempool.h" + +struct EventQueuePrioritizedEvent_t +{ + float m_flFireTime; + string_t m_iTarget; + string_t m_iTargetInput; + EHANDLE m_pActivator; + EHANDLE m_pCaller; + int m_iOutputID; + EHANDLE m_pEntTarget; // a pointer to the entity to target; overrides m_iTarget + + variant_t m_VariantValue; // variable-type parameter + + EventQueuePrioritizedEvent_t *m_pNext; + EventQueuePrioritizedEvent_t *m_pPrev; + + DECLARE_SIMPLE_DATADESC(); + + DECLARE_FIXEDSIZE_ALLOCATOR( PrioritizedEvent_t ); +}; + +class CEventQueue +{ +public: + // pushes an event into the queue, targeting a string name (m_iName), or directly by a pointer + void AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); + void AddEvent( CBaseEntity *target, const char *action, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); + void AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 ); + + void CancelEvents( CBaseEntity *pCaller ); + void CancelEventOn( CBaseEntity *pTarget, const char *sInputName ); + bool HasEventPending( CBaseEntity *pTarget, const char *sInputName ); + + // services the queue, firing off any events who's time hath come + void ServiceEvents( void ); + + // debugging + void ValidateQueue( void ); + + // serialization + int Save( ISave &save ); + int Restore( IRestore &restore ); + + CEventQueue(); + ~CEventQueue(); + + void Init( void ); + void Clear( void ); // resets the list + + void Dump( void ); + +private: + + void AddEvent( EventQueuePrioritizedEvent_t *event ); + void RemoveEvent( EventQueuePrioritizedEvent_t *pe ); + + DECLARE_SIMPLE_DATADESC(); + EventQueuePrioritizedEvent_t m_Events; + int m_iListCount; +}; + +extern CEventQueue g_EventQueue; + + +#endif // EVENTQUEUE_H + |