Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef INPUTVAR_H
#define INPUTVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "baseentity.h"
#include "entitylist.h"
//-----------------------------------------------------------------------------
// Purpose: Used to request a value, or a set of values, from a set of entities.
// used when a multi-input variable needs to refresh it's inputs
//-----------------------------------------------------------------------------
class CMultiInputVar { public: CMultiInputVar() : m_InputList(NULL) {} ~CMultiInputVar();
struct inputitem_t { variant_t value; // local copy of variable (maybe make this a variant?)
int outputID; // the ID number of the output that sent this
inputitem_t *next;
// allocate and free from MPool memory
static void *operator new( size_t stAllocBlock ); static void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine ); static void operator delete( void *pMem ); static void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) { operator delete(pMem); } };
inputitem_t *m_InputList; // list of data
int m_bUpdatedThisFrame;
void AddValue( variant_t newVal, int outputID ); DECLARE_SIMPLE_DATADESC(); };
#endif // INPUTVAR_H
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