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