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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef MAPENTITIES_H
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#define MAPENTITIES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mapentities_shared.h"
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// This class provides hooks into the map-entity loading process that allows CS to do some tricks
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// when restarting the round. The main trick it tries to do is recreate all
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abstract_class IMapEntityFilter
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{
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public:
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virtual bool ShouldCreateEntity( const char *pClassname ) = 0;
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virtual CBaseEntity* CreateNextEntity( const char *pClassname ) = 0;
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};
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// Use the filter so you can prevent certain entities from being created out of the map.
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// CSPort does this when restarting rounds. It wants to reload most entities from the map, but certain
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// entities like the world entity need to be left intact.
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void MapEntity_ParseAllEntities( const char *pMapData, IMapEntityFilter *pFilter=NULL, bool bActivateEntities=false );
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const char *MapEntity_ParseEntity( CBaseEntity *&pEntity, const char *pEntData, IMapEntityFilter *pFilter );
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void MapEntity_PrecacheEntity( const char *pEntData, int &nStringSize );
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//-----------------------------------------------------------------------------
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// Hierarchical spawn
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//-----------------------------------------------------------------------------
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struct HierarchicalSpawn_t
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{
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CBaseEntity *m_pEntity;
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int m_nDepth;
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CBaseEntity *m_pDeferredParent; // attachment parents can't be set until the parents are spawned
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const char *m_pDeferredParentAttachment; // so defer setting them up until the second pass
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};
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void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities );
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#endif // MAPENTITIES_H
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