Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( EVENT_SYSTEM_H )
#define EVENT_SYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "event_flags.h"
#include "common.h"
#include "enginesingleuserfilter.h"
#include "ents_shared.h"
class SendTable; class ClientClass;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEventInfo { public: enum { EVENT_INDEX_BITS = 8, EVENT_DATA_LEN_BITS = 11, MAX_EVENT_DATA = 192, // ( 1<<8 bits == 256, but only using 192 below )
};
inline CEventInfo() { classID = 0; fire_delay = 0.0f; flags = 0; pSendTable = NULL; pClientClass = NULL; m_Packed = SERIALIZED_ENTITY_HANDLE_INVALID; }
~CEventInfo() { g_pSerializedEntities->ReleaseSerializedEntity( m_Packed ); }
CEventInfo( const CEventInfo& src ) { m_Packed = g_pSerializedEntities->CopySerializedEntity( src.m_Packed, __FILE__, __LINE__ ); classID = src.classID; fire_delay = src.fire_delay; flags = src.flags; pSendTable = src.pSendTable; pClientClass = src.pClientClass; filter.AddPlayersFromFilter( &src.filter ); }
// 0 implies not in use
short classID; // If non-zero, the delay time when the event should be fired ( fixed up on the client )
float fire_delay;
// send table pointer or NULL if send as full update
const SendTable *pSendTable; const ClientClass *pClientClass; SerializedEntityHandle_t m_Packed; // CLIENT ONLY Reliable or not, etc.
int flags; // clients that see that event
CEngineRecipientFilter filter; };
#endif // EVENT_SYSTEM_H
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