//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Template entities are used by spawners to create copies of entities // that were configured by the level designer. This allows us to spawn // entities with arbitrary sets of key/value data and entity I/O // connections. // //=============================================================================// #ifndef TEMPLATEENTITIES_H #define TEMPLATEENTITIES_H #ifdef _WIN32 #pragma once #endif #include "isaverestore.h" class CBaseEntity; class CPointTemplate; int Templates_Add(CBaseEntity *pEntity, const char *pszMapData, int nLen); string_t Templates_FindByIndex( int iIndex ); int Templates_GetStringSize( int iIndex ); string_t Templates_FindByTargetName(const char *pszName); void Templates_ReconnectIOForGroup( CPointTemplate *pGroup ); // Some templates have Entity I/O connecting the entities within the template. // Unique versions of these templates need to be created whenever they're instanced. void Templates_StartUniqueInstance( void ); bool Templates_IndexRequiresEntityIOFixup( int iIndex ); char *Templates_GetEntityIOFixedMapData( int iIndex ); // Save / Restore ISaveRestoreBlockHandler *GetTemplateSaveRestoreBlockHandler( void ); #endif // TEMPLATEENTITIES_H