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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 /sp/src/public/iservernetworkable.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 'sp/src/public/iservernetworkable.h')
| -rw-r--r-- | sp/src/public/iservernetworkable.h | 228 |
1 files changed, 114 insertions, 114 deletions
diff --git a/sp/src/public/iservernetworkable.h b/sp/src/public/iservernetworkable.h index 9e5c9c7a..cefa7534 100644 --- a/sp/src/public/iservernetworkable.h +++ b/sp/src/public/iservernetworkable.h @@ -1,114 +1,114 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef ISERVERNETWORKABLE_H
-#define ISERVERNETWORKABLE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "ihandleentity.h"
-#include "basetypes.h"
-#include "bitvec.h"
-#include "const.h"
-#include "bspfile.h"
-
-
-
-// Entities can span this many clusters before we revert to a slower area checking algorithm
-#define MAX_FAST_ENT_CLUSTERS 4
-#define MAX_ENT_CLUSTERS 64
-#define MAX_WORLD_AREAS 8
-
-
-class ServerClass;
-class SendTable;
-struct edict_t;
-class CBaseEntity;
-class CSerialEntity;
-class CBaseNetworkable;
-
-
-class CCheckTransmitInfo
-{
-public:
- edict_t *m_pClientEnt; // pointer to receiver edict
- byte m_PVS[PAD_NUMBER( MAX_MAP_CLUSTERS,8 ) / 8];
- int m_nPVSSize; // PVS size in bytes
-
- CBitVec<MAX_EDICTS> *m_pTransmitEdict; // entity n is already marked for transmission
- CBitVec<MAX_EDICTS> *m_pTransmitAlways; // entity n is always sent even if not in PVS (HLTV and Replay only)
-
- int m_AreasNetworked; // number of networked areas
- int m_Areas[MAX_WORLD_AREAS]; // the areas
-
- // This is used to determine visibility, so if the previous state
- // is the same as the current state (along with pvs and areas networked),
- // then the parts of the map that the player can see haven't changed.
- byte m_AreaFloodNums[MAX_MAP_AREAS];
- int m_nMapAreas;
-};
-
-//-----------------------------------------------------------------------------
-// Stores information necessary to perform PVS testing.
-//-----------------------------------------------------------------------------
-struct PVSInfo_t
-{
- // headnode for the entity's bounding box
- short m_nHeadNode;
-
- // number of clusters or -1 if too many
- short m_nClusterCount;
-
- // cluster indices
- unsigned short *m_pClusters;
-
- // For dynamic "area portals"
- short m_nAreaNum;
- short m_nAreaNum2;
-
- // current position
- float m_vCenter[3];
-
-private:
- unsigned short m_pClustersInline[MAX_FAST_ENT_CLUSTERS];
-
- friend class CVEngineServer;
-};
-
-
-// IServerNetworkable is the interface the engine uses for all networkable data.
-class IServerNetworkable
-{
-// These functions are handled automatically by the server_class macros and CBaseNetworkable.
-public:
- // Gets at the entity handle associated with the collideable
- virtual IHandleEntity *GetEntityHandle() = 0;
-
- // Tell the engine which class this object is.
- virtual ServerClass* GetServerClass() = 0;
-
- virtual edict_t *GetEdict() const = 0;
-
- virtual const char* GetClassName() const = 0;
- virtual void Release() = 0;
-
- virtual int AreaNum() const = 0;
-
- // In place of a generic QueryInterface.
- virtual CBaseNetworkable* GetBaseNetworkable() = 0;
- virtual CBaseEntity* GetBaseEntity() = 0; // Only used by game code.
- virtual PVSInfo_t* GetPVSInfo() = 0; // get current visibilty data
-
-protected:
- // Should never call delete on this!
- virtual ~IServerNetworkable() {}
-};
-
-
-#endif // ISERVERNETWORKABLE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef ISERVERNETWORKABLE_H +#define ISERVERNETWORKABLE_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "ihandleentity.h" +#include "basetypes.h" +#include "bitvec.h" +#include "const.h" +#include "bspfile.h" + + + +// Entities can span this many clusters before we revert to a slower area checking algorithm +#define MAX_FAST_ENT_CLUSTERS 4 +#define MAX_ENT_CLUSTERS 64 +#define MAX_WORLD_AREAS 8 + + +class ServerClass; +class SendTable; +struct edict_t; +class CBaseEntity; +class CSerialEntity; +class CBaseNetworkable; + + +class CCheckTransmitInfo +{ +public: + edict_t *m_pClientEnt; // pointer to receiver edict + byte m_PVS[PAD_NUMBER( MAX_MAP_CLUSTERS,8 ) / 8]; + int m_nPVSSize; // PVS size in bytes + + CBitVec<MAX_EDICTS> *m_pTransmitEdict; // entity n is already marked for transmission + CBitVec<MAX_EDICTS> *m_pTransmitAlways; // entity n is always sent even if not in PVS (HLTV and Replay only) + + int m_AreasNetworked; // number of networked areas + int m_Areas[MAX_WORLD_AREAS]; // the areas + + // This is used to determine visibility, so if the previous state + // is the same as the current state (along with pvs and areas networked), + // then the parts of the map that the player can see haven't changed. + byte m_AreaFloodNums[MAX_MAP_AREAS]; + int m_nMapAreas; +}; + +//----------------------------------------------------------------------------- +// Stores information necessary to perform PVS testing. +//----------------------------------------------------------------------------- +struct PVSInfo_t +{ + // headnode for the entity's bounding box + short m_nHeadNode; + + // number of clusters or -1 if too many + short m_nClusterCount; + + // cluster indices + unsigned short *m_pClusters; + + // For dynamic "area portals" + short m_nAreaNum; + short m_nAreaNum2; + + // current position + float m_vCenter[3]; + +private: + unsigned short m_pClustersInline[MAX_FAST_ENT_CLUSTERS]; + + friend class CVEngineServer; +}; + + +// IServerNetworkable is the interface the engine uses for all networkable data. +class IServerNetworkable +{ +// These functions are handled automatically by the server_class macros and CBaseNetworkable. +public: + // Gets at the entity handle associated with the collideable + virtual IHandleEntity *GetEntityHandle() = 0; + + // Tell the engine which class this object is. + virtual ServerClass* GetServerClass() = 0; + + virtual edict_t *GetEdict() const = 0; + + virtual const char* GetClassName() const = 0; + virtual void Release() = 0; + + virtual int AreaNum() const = 0; + + // In place of a generic QueryInterface. + virtual CBaseNetworkable* GetBaseNetworkable() = 0; + virtual CBaseEntity* GetBaseEntity() = 0; // Only used by game code. + virtual PVSInfo_t* GetPVSInfo() = 0; // get current visibilty data + +protected: + // Should never call delete on this! + virtual ~IServerNetworkable() {} +}; + + +#endif // ISERVERNETWORKABLE_H |