Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CHANGEFRAMELIST_H
#define CHANGEFRAMELIST_H
#ifdef _WIN32
#pragma once
#endif
#include "bitbuf.h"
// This class holds the last tick (from host_tickcount) that each property in
// a datatable changed at.
//
// It provides fast access to a list of properties that changed within a certain frame range.
//
// These are created once per entity per frame. Since usually a very small percentage of an
// entity's properties actually change each frame, this allows you to get a small set of
// properties to delta for each client.
abstract_class IChangeFrameList { public: // Call this to delete the object.
virtual void Release() = 0;
// This just returns the value you passed into AllocChangeFrameList().
virtual int GetNumProps() = 0;
// Sets the change frames for the specified properties to iFrame.
virtual void SetChangeTick( const int *pPropIndices, int nPropIndices, const int iTick ) = 0;
// Get a list of all properties with a change frame > iFrame.
virtual int GetPropsChangedAfterTick( int iTick, int *iOutProps, int nMaxOutProps ) = 0;
virtual IChangeFrameList* Copy() = 0; // return a copy of itself
protected: // Use Release to delete these.
virtual ~IChangeFrameList() {} };
// Call to initialize. Pass in the number of properties this CChangeFrameList will hold.
// All properties will be initialized to iCurFrame.
IChangeFrameList* AllocChangeFrameList( int nProperties, int iCurFrame );
#endif // CHANGEFRAMELIST_H
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