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274 lines
6.3 KiB
274 lines
6.3 KiB
5 years ago
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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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//=============================================================================//
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#include "cbase.h"
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#include "entitylist_base.h"
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#include "ihandleentity.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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enum
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{
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SERIAL_MASK = 0x7fff // the max value of a serial number, rolls back to 0 when it hits this limit
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};
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void CEntInfo::ClearLinks()
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{
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m_pPrev = m_pNext = this;
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}
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CBaseEntityList::CEntInfoList::CEntInfoList()
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{
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m_pHead = NULL;
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m_pTail = NULL;
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}
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// NOTE: Cut from UtlFixedLinkedList<>, UNDONE: Find a way to share this code
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void CBaseEntityList::CEntInfoList::LinkBefore( CEntInfo *pBefore, CEntInfo *pElement )
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{
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Assert( pElement );
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// Unlink it if it's in the list at the moment
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Unlink(pElement);
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// The element *after* our newly linked one is the one we linked before.
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pElement->m_pNext = pBefore;
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if (pBefore == NULL)
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{
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// In this case, we're linking to the end of the list, so reset the tail
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pElement->m_pPrev = m_pTail;
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m_pTail = pElement;
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}
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else
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{
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// Here, we're not linking to the end. Set the prev pointer to point to
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// the element we're linking.
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Assert( IsInList(pBefore) );
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pElement->m_pPrev = pBefore->m_pPrev;
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pBefore->m_pPrev = pElement;
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}
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// Reset the head if we linked to the head of the list
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if (pElement->m_pPrev == NULL)
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{
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m_pHead = pElement;
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}
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else
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{
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pElement->m_pPrev->m_pNext = pElement;
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}
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}
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void CBaseEntityList::CEntInfoList::LinkAfter( CEntInfo *pAfter, CEntInfo *pElement )
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{
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Assert( pElement );
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// Unlink it if it's in the list at the moment
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if ( IsInList(pElement) )
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Unlink(pElement);
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// The element *before* our newly linked one is the one we linked after
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pElement->m_pPrev = pAfter;
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if (pAfter == NULL)
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{
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// In this case, we're linking to the head of the list, reset the head
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pElement->m_pNext = m_pHead;
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m_pHead = pElement;
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}
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else
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{
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// Here, we're not linking to the end. Set the next pointer to point to
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// the element we're linking.
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Assert( IsInList(pAfter) );
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pElement->m_pNext = pAfter->m_pNext;
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pAfter->m_pNext = pElement;
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}
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// Reset the tail if we linked to the tail of the list
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if (pElement->m_pNext == NULL )
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{
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m_pTail = pElement;
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}
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else
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{
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pElement->m_pNext->m_pPrev = pElement;
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}
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}
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void CBaseEntityList::CEntInfoList::Unlink( CEntInfo *pElement )
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{
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if (IsInList(pElement))
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{
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// If we're the first guy, reset the head
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// otherwise, make our previous node's next pointer = our next
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if ( pElement->m_pPrev )
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{
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pElement->m_pPrev->m_pNext = pElement->m_pNext;
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}
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else
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{
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m_pHead = pElement->m_pNext;
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}
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// If we're the last guy, reset the tail
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// otherwise, make our next node's prev pointer = our prev
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if ( pElement->m_pNext )
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{
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pElement->m_pNext->m_pPrev = pElement->m_pPrev;
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}
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else
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{
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m_pTail = pElement->m_pPrev;
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}
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// This marks this node as not in the list,
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// but not in the free list either
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pElement->ClearLinks();
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}
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}
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bool CBaseEntityList::CEntInfoList::IsInList( CEntInfo *pElement )
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{
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return pElement->m_pPrev != pElement;
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}
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CBaseEntityList::CBaseEntityList()
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{
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// These are not in any list (yet)
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int i;
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for ( i = 0; i < NUM_ENT_ENTRIES; i++ )
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{
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m_EntPtrArray[i].ClearLinks();
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m_EntPtrArray[i].m_SerialNumber = (rand()& SERIAL_MASK); // generate random starting serial number
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m_EntPtrArray[i].m_pEntity = NULL;
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}
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// make a free list of the non-networkable entities
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// Initially, all the slots are free.
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for ( i=MAX_EDICTS+1; i < NUM_ENT_ENTRIES; i++ )
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{
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CEntInfo *pList = &m_EntPtrArray[i];
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m_freeNonNetworkableList.AddToTail( pList );
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}
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}
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CBaseEntityList::~CBaseEntityList()
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{
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CEntInfo *pList = m_activeList.Head();
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while ( pList )
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{
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CEntInfo *pNext = pList->m_pNext;
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RemoveEntityAtSlot( GetEntInfoIndex( pList ) );
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pList = pNext;
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}
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}
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CBaseHandle CBaseEntityList::AddNetworkableEntity( IHandleEntity *pEnt, int index, int iForcedSerialNum )
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{
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Assert( index >= 0 && index < MAX_EDICTS );
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return AddEntityAtSlot( pEnt, index, iForcedSerialNum );
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}
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CBaseHandle CBaseEntityList::AddNonNetworkableEntity( IHandleEntity *pEnt )
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{
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// Find a slot for it.
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CEntInfo *pSlot = m_freeNonNetworkableList.Head();
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if ( !pSlot )
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{
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Warning( "CBaseEntityList::AddNonNetworkableEntity: no free slots!\n" );
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AssertMsg( 0, ( "CBaseEntityList::AddNonNetworkableEntity: no free slots!\n" ) );
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return CBaseHandle();
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}
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// Move from the free list into the allocated list.
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m_freeNonNetworkableList.Unlink( pSlot );
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int iSlot = GetEntInfoIndex( pSlot );
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return AddEntityAtSlot( pEnt, iSlot, -1 );
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}
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void CBaseEntityList::RemoveEntity( CBaseHandle handle )
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{
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RemoveEntityAtSlot( handle.GetEntryIndex() );
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}
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CBaseHandle CBaseEntityList::AddEntityAtSlot( IHandleEntity *pEnt, int iSlot, int iForcedSerialNum )
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{
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// Init the CSerialEntity.
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CEntInfo *pSlot = &m_EntPtrArray[iSlot];
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Assert( pSlot->m_pEntity == NULL );
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pSlot->m_pEntity = pEnt;
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// Force the serial number (client-only)?
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if ( iForcedSerialNum != -1 )
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{
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pSlot->m_SerialNumber = iForcedSerialNum;
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#if !defined( CLIENT_DLL )
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// Only the client should force the serial numbers.
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Assert( false );
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#endif
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}
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// Update our list of active entities.
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m_activeList.AddToTail( pSlot );
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CBaseHandle retVal( iSlot, pSlot->m_SerialNumber );
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// Tell the entity to store its handle.
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pEnt->SetRefEHandle( retVal );
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// Notify any derived class.
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OnAddEntity( pEnt, retVal );
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return retVal;
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}
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void CBaseEntityList::RemoveEntityAtSlot( int iSlot )
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{
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Assert( iSlot >= 0 && iSlot < NUM_ENT_ENTRIES );
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CEntInfo *pInfo = &m_EntPtrArray[iSlot];
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if ( pInfo->m_pEntity )
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{
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pInfo->m_pEntity->SetRefEHandle( INVALID_EHANDLE_INDEX );
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// Notify the derived class that we're about to remove this entity.
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OnRemoveEntity( pInfo->m_pEntity, CBaseHandle( iSlot, pInfo->m_SerialNumber ) );
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// Increment the serial # so ehandles go invalid.
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pInfo->m_pEntity = NULL;
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pInfo->m_SerialNumber = ( pInfo->m_SerialNumber+1)& SERIAL_MASK;
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m_activeList.Unlink( pInfo );
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// Add the slot back to the free list if it's a non-networkable entity.
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if ( iSlot >= MAX_EDICTS )
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{
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m_freeNonNetworkableList.AddToTail( pInfo );
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}
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}
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}
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void CBaseEntityList::OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle )
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{
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}
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void CBaseEntityList::OnRemoveEntity( IHandleEntity *pEnt, CBaseHandle handle )
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{
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}
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