Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MAPENTITIES_H
#define MAPENTITIES_H
#ifdef _WIN32
#pragma once
#endif
#include "mapentities_shared.h"
// This class provides hooks into the map-entity loading process that allows CS to do some tricks
// when restarting the round. The main trick it tries to do is recreate all
abstract_class IMapEntityFilter { public: virtual bool ShouldCreateEntity( const char *pClassname ) = 0; virtual CBaseEntity* CreateNextEntity( const char *pClassname ) = 0; };
// Use the filter so you can prevent certain entities from being created out of the map.
// CSPort does this when restarting rounds. It wants to reload most entities from the map, but certain
// entities like the world entity need to be left intact.
void MapEntity_ParseAllEntities( const char *pMapData, IMapEntityFilter *pFilter=NULL, bool bActivateEntities=false );
const char *MapEntity_ParseEntity( CBaseEntity *&pEntity, const char *pEntData, IMapEntityFilter *pFilter ); void MapEntity_PrecacheEntity( const char *pEntData, int &nStringSize );
//-----------------------------------------------------------------------------
// Hierarchical spawn
//-----------------------------------------------------------------------------
struct HierarchicalSpawn_t { CHandle<CBaseEntity> m_hEntity; int m_nDepth; CBaseEntity *m_pDeferredParent; // attachment parents can't be set until the parents are spawned
const char *m_pDeferredParentAttachment; // so defer setting them up until the second pass
};
void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities );
#endif // MAPENTITIES_H
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