//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #if !defined( BASETEMPENTITY_H ) #define BASETEMPENTITY_H #ifdef _WIN32 #pragma once #endif #include "edict.h" // This is the base class for TEMP ENTITIES that use the // event system to propagate class CBaseTempEntity { public: DECLARE_CLASS_NOBASE( CBaseTempEntity ); DECLARE_SERVERCLASS(); CBaseTempEntity( const char *name ); virtual ~CBaseTempEntity( void ); const char *GetName( void ); // Force all derived classes to implement a test virtual void Test( const Vector& current_origin, const QAngle& current_angles ); virtual void Create( IRecipientFilter& filter, float delay = 0.0 ); virtual void Precache( void ); CBaseTempEntity *GetNext( void ); // Get list of tempentities static CBaseTempEntity *GetList( void ); // Called at startup to allow temp entities to precache any models/sounds that they need static void PrecacheTempEnts( void ); void NetworkStateChanged() {} // TE's are sent out right away so we don't track whether state changes or not, // but we want to allow CNetworkVars. void NetworkStateChanged( void *pVar ) {} private: // Descriptive name, for when running tests const char *m_pszName; // Next in chain CBaseTempEntity *m_pNext; // ConVars add themselves to this list for the executable. Then ConVarMgr::Init() runs through // all the console variables and registers them. static CBaseTempEntity *s_pTempEntities; }; #endif // BASETEMPENTITY_H