Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef EHANDLE_H
#define EHANDLE_H
#ifdef _WIN32
#pragma once
#endif
#if defined( _DEBUG ) && defined( GAME_DLL )
#include "tier0/dbg.h"
#include "cbase.h"
#endif
#include "const.h"
#include "basehandle.h"
#include "entitylist_base.h"
class IHandleEntity;
// -------------------------------------------------------------------------------------------------- //
// Game-code CBaseHandle implementation.
// -------------------------------------------------------------------------------------------------- //
inline IHandleEntity* CBaseHandle::Get() const { extern CBaseEntityList *g_pEntityList; return g_pEntityList->LookupEntity( *this ); }
// -------------------------------------------------------------------------------------------------- //
// CHandle.
// -------------------------------------------------------------------------------------------------- //
template< class T > class CHandle : public CBaseHandle { public:
CHandle(); CHandle( int iEntry, int iSerialNumber ); CHandle( const CBaseHandle &handle ); CHandle( T *pVal );
// The index should have come from a call to ToInt(). If it hasn't, you're in trouble.
static CHandle<T> FromIndex( int index );
T* Get() const; void Set( const T* pVal );
operator T*(); operator T*() const;
bool operator !() const; bool operator==( T *val ) const; bool operator!=( T *val ) const; const CBaseHandle& operator=( const T *val );
T* operator->() const; };
// ----------------------------------------------------------------------- //
// Inlines.
// ----------------------------------------------------------------------- //
template<class T> CHandle<T>::CHandle() { }
template<class T> CHandle<T>::CHandle( int iEntry, int iSerialNumber ) { Init( iEntry, iSerialNumber ); }
template<class T> CHandle<T>::CHandle( const CBaseHandle &handle ) : CBaseHandle( handle ) { }
template<class T> CHandle<T>::CHandle( T *pObj ) { Term(); Set( pObj ); }
template<class T> inline CHandle<T> CHandle<T>::FromIndex( int index ) { CHandle<T> ret; ret.m_Index = index; return ret; }
template<class T> inline T* CHandle<T>::Get() const { return (T*)CBaseHandle::Get(); }
template<class T> inline CHandle<T>::operator T *() { return Get( ); }
template<class T> inline CHandle<T>::operator T *() const { return Get( ); }
template<class T> inline bool CHandle<T>::operator !() const { return !Get(); }
template<class T> inline bool CHandle<T>::operator==( T *val ) const { return Get() == val; }
template<class T> inline bool CHandle<T>::operator!=( T *val ) const { return Get() != val; }
template<class T> void CHandle<T>::Set( const T* pVal ) { CBaseHandle::Set( reinterpret_cast<const IHandleEntity*>(pVal) ); }
template<class T> inline const CBaseHandle& CHandle<T>::operator=( const T *val ) { Set( val ); return *this; }
template<class T> T* CHandle<T>::operator -> () const { return Get(); }
#endif // EHANDLE_H
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