Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( ICLIENTENTITYLIST_H )
#define ICLIENTENTITYLIST_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
class IClientEntity;
class ClientClass;
class IClientNetworkable;
class CBaseHandle;
class IClientUnknown;
//-----------------------------------------------------------------------------
// Purpose: Exposes IClientEntity's to engine
//-----------------------------------------------------------------------------
abstract_class IClientEntityList
{
public:
// Get IClientNetworkable interface for specified entity
virtual IClientNetworkable* GetClientNetworkable( int entnum ) = 0;
virtual IClientNetworkable* GetClientNetworkableFromHandle( CBaseHandle hEnt ) = 0;
virtual IClientUnknown* GetClientUnknownFromHandle( CBaseHandle hEnt ) = 0;
// NOTE: This function is only a convenience wrapper.
// It returns GetClientNetworkable( entnum )->GetIClientEntity().
virtual IClientEntity* GetClientEntity( int entnum ) = 0;
virtual IClientEntity* GetClientEntityFromHandle( CBaseHandle hEnt ) = 0;
// Returns number of entities currently in use
virtual int NumberOfEntities( bool bIncludeNonNetworkable ) = 0;
// Returns highest index actually used
virtual int GetHighestEntityIndex( void ) = 0;
// Sizes entity list to specified size
virtual void SetMaxEntities( int maxents ) = 0;
virtual int GetMaxEntities( ) = 0;
};
extern IClientEntityList *entitylist;
#define VCLIENTENTITYLIST_INTERFACE_VERSION "VClientEntityList003"
#endif // ICLIENTENTITYLIST_H