Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef ENTITYAPI_H
#define ENTITYAPI_H
class SendTable;
extern void LoadMapEntities( const char *pMapEntities ); extern void DispatchObjectCollisionBox( edict_t *pent ); extern float DispatchObjectPhysicsVelocity( edict_t *pent, float moveTime ); extern ServerClass* DispatchGetObjectServerClass(edict_t *pent); extern ServerClass* GetAllServerClasses(); extern void SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ); extern void SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount ); extern void SaveGlobalState( CSaveRestoreData *pSaveData ); extern void RestoreGlobalState( CSaveRestoreData *pSaveData ); extern void ResetGlobalState( void ); extern CSaveRestoreData *SaveInit( int size ); extern int CreateEntityTransitionList( CSaveRestoreData *pSaveData, int levelMask ); extern void ClearEntities( void ); extern void FreeContainingEntity( edict_t *ed );
class ISaveRestoreBlockHandler; ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler();
#endif // ENTITYAPI_H
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