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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Declares basic entity communications classes, for input/output of data
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// between entities
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ENTITYOUTPUT_H
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#define ENTITYOUTPUT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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#define EVENT_FIRE_ALWAYS -1
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//-----------------------------------------------------------------------------
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// Purpose: A COutputEvent consists of an array of these CEventActions.
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// Each CEventAction holds the information to fire a single input in
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// a target entity, after a specific delay.
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//-----------------------------------------------------------------------------
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class CEventAction
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{
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public:
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CEventAction( const char *ActionData = NULL );
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string_t m_iTarget; // name of the entity(s) to cause the action in
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string_t m_iTargetInput; // the name of the action to fire
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string_t m_iParameter; // parameter to send, 0 if none
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float m_flDelay; // the number of seconds to wait before firing the action
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int m_nTimesToFire; // The number of times to fire this event, or EVENT_FIRE_ALWAYS.
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int m_iIDStamp; // unique identifier stamp
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static int s_iNextIDStamp;
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CEventAction *m_pNext;
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// allocates memory from engine.MPool/g_EntityListPool
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static void *operator new( size_t stAllocateBlock );
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static void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
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static void operator delete( void *pMem );
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static void operator delete( void *pMem , int nBlockUse, const char *pFileName, int nLine ) { operator delete(pMem); }
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// Purpose: Stores a list of connections to other entities, for data/commands to be
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// communicated along.
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//-----------------------------------------------------------------------------
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class CBaseEntityOutput
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{
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public:
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~CBaseEntityOutput();
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void ParseEventAction( const char *EventData );
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void AddEventAction( CEventAction *pEventAction );
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int Save( ISave &save );
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int Restore( IRestore &restore, int elementCount );
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int NumberOfElements( void );
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float GetMaxDelay( void );
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fieldtype_t ValueFieldType() { return m_Value.FieldType(); }
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void FireOutput( variant_t Value, CBaseEntity *pActivator, CBaseEntity *pCaller, float fDelay = 0 );
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/// Delete every single action in the action list.
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void DeleteAllElements( void ) ;
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protected:
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variant_t m_Value;
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CEventAction *m_ActionList;
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DECLARE_SIMPLE_DATADESC();
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CBaseEntityOutput() = default; // this class cannot be created, only it's children
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private:
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CBaseEntityOutput( CBaseEntityOutput& ); // protect from accidental copying
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};
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//-----------------------------------------------------------------------------
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// Purpose: wraps variant_t data handling in convenient, compiler type-checked template
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//-----------------------------------------------------------------------------
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template< class Type, fieldtype_t fieldType >
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class CEntityOutputTemplate : public CBaseEntityOutput
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{
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public:
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//
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// Sets an initial value without firing the output.
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//
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void Init( Type value )
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{
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m_Value.Set( fieldType, &value );
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}
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//
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// Sets a value and fires the output.
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//
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void Set( Type value, CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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m_Value.Set( fieldType, &value );
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FireOutput( m_Value, pActivator, pCaller );
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}
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//
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// Returns the current value.
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//
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Type Get( void )
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{
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return *((Type*)&m_Value);
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}
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};
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//
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// Template specializations for type Vector, so we can implement Get, Set, and Init differently.
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//
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template<>
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class CEntityOutputTemplate<class Vector, FIELD_VECTOR> : public CBaseEntityOutput
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{
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public:
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void Init( const Vector &value )
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{
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m_Value.SetVector3D( value );
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}
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void Set( const Vector &value, CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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m_Value.SetVector3D( value );
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FireOutput( m_Value, pActivator, pCaller );
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}
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void Get( Vector &vec )
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{
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m_Value.Vector3D(vec);
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}
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};
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template<>
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class CEntityOutputTemplate<class Vector, FIELD_POSITION_VECTOR> : public CBaseEntityOutput
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{
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public:
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void Init( const Vector &value )
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{
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m_Value.SetPositionVector3D( value );
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}
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void Set( const Vector &value, CBaseEntity *pActivator, CBaseEntity *pCaller )
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{
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m_Value.SetPositionVector3D( value );
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FireOutput( m_Value, pActivator, pCaller );
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}
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void Get( Vector &vec )
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{
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m_Value.Vector3D(vec);
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}
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};
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//-----------------------------------------------------------------------------
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// Purpose: parameterless entity event
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//-----------------------------------------------------------------------------
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class COutputEvent : public CBaseEntityOutput
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{
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public:
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// void Firing, no parameter
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void FireOutput( CBaseEntity *pActivator, CBaseEntity *pCaller, float fDelay = 0 );
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};
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// useful typedefs for allowed output data types
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typedef CEntityOutputTemplate<variant_t,FIELD_INPUT> COutputVariant;
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typedef CEntityOutputTemplate<int,FIELD_INTEGER> COutputInt;
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typedef CEntityOutputTemplate<float,FIELD_FLOAT> COutputFloat;
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typedef CEntityOutputTemplate<string_t,FIELD_STRING> COutputString;
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typedef CEntityOutputTemplate<EHANDLE,FIELD_EHANDLE> COutputEHANDLE;
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typedef CEntityOutputTemplate<Vector,FIELD_VECTOR> COutputVector;
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typedef CEntityOutputTemplate<Vector,FIELD_POSITION_VECTOR> COutputPositionVector;
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typedef CEntityOutputTemplate<color32,FIELD_COLOR32> COutputColor32;
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#endif // ENTITYOUTPUT_H
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