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