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47 lines
1.8 KiB
47 lines
1.8 KiB
//========= 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 MAPENTITIES_H |
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#define MAPENTITIES_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "mapentities_shared.h" |
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// This class provides hooks into the map-entity loading process that allows CS to do some tricks |
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// when restarting the round. The main trick it tries to do is recreate all |
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abstract_class IMapEntityFilter |
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{ |
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public: |
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virtual bool ShouldCreateEntity( const char *pClassname ) = 0; |
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virtual CBaseEntity* CreateNextEntity( const char *pClassname ) = 0; |
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}; |
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// Use the filter so you can prevent certain entities from being created out of the map. |
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// CSPort does this when restarting rounds. It wants to reload most entities from the map, but certain |
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// entities like the world entity need to be left intact. |
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void MapEntity_ParseAllEntities( const char *pMapData, IMapEntityFilter *pFilter=NULL, bool bActivateEntities=false ); |
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const char *MapEntity_ParseEntity( CBaseEntity *&pEntity, const char *pEntData, IMapEntityFilter *pFilter ); |
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void MapEntity_PrecacheEntity( const char *pEntData, int &nStringSize ); |
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//----------------------------------------------------------------------------- |
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// Hierarchical spawn |
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//----------------------------------------------------------------------------- |
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struct HierarchicalSpawn_t |
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{ |
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CHandle<CBaseEntity> m_hEntity; |
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int m_nDepth; |
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CBaseEntity *m_pDeferredParent; // attachment parents can't be set until the parents are spawned |
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const char *m_pDeferredParentAttachment; // so defer setting them up until the second pass |
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}; |
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void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities ); |
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#endif // MAPENTITIES_H
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