Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENTS_SHARED_H
#define ENTS_SHARED_H
#include <protocol.h>
#include <iserver.h>
#include "clientframe.h"
#include "packed_entity.h"
#ifdef _WIN32
#pragma once
#endif
class CEntityInfo
{
public:
CEntityInfo() {
m_nOldEntity = -1;
m_nNewEntity = -1;
m_nHeaderBase = -1;
}
virtual ~CEntityInfo() {};
bool m_bAsDelta;
CClientFrame *m_pFrom;
CClientFrame *m_pTo;
UpdateType m_UpdateType;
int m_nOldEntity; // current entity index in m_pFrom
int m_nNewEntity; // current entity index in m_pTo
int m_nHeaderBase;
int m_nHeaderCount;
inline void NextOldEntity( void )
{
if ( m_pFrom )
{
m_nOldEntity = m_pFrom->transmit_entity.FindNextSetBit( m_nOldEntity+1 );
if ( m_nOldEntity < 0 )
{
// Sentinel/end of list....
m_nOldEntity = ENTITY_SENTINEL;
}
}
else
{
m_nOldEntity = ENTITY_SENTINEL;
}
}
inline void NextNewEntity( void )
{
m_nNewEntity = m_pTo->transmit_entity.FindNextSetBit( m_nNewEntity+1 );
if ( m_nNewEntity < 0 )
{
// Sentinel/end of list....
m_nNewEntity = ENTITY_SENTINEL;
}
}
};
// PostDataUpdate calls are stored in a list until all ents have been updated.
class CPostDataUpdateCall
{
public:
int m_iEnt;
DataUpdateType_t m_UpdateType;
};
// Passed around the read functions.
class CEntityReadInfo : public CEntityInfo
{
public:
CEntityReadInfo()
{ m_nPostDataUpdateCalls = 0;
m_nLocalPlayerBits = 0;
m_nOtherPlayerBits = 0;
m_UpdateType = PreserveEnt;
}
bf_read *m_pBuf;
int m_UpdateFlags; // from the subheader
bool m_bIsEntity;
int m_nBaseline; // what baseline index do we use (0/1)
bool m_bUpdateBaselines; // update baseline while parsing snaphsot
int m_nLocalPlayerBits; // profiling data
int m_nOtherPlayerBits; // profiling data
CPostDataUpdateCall m_PostDataUpdateCalls[MAX_EDICTS];
int m_nPostDataUpdateCalls;
};
#endif // ENTS_SHARED_H