Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// work in progress
//
//===============================================================================
#ifndef __GLOBAL_EVENT_LOG_H
#define __GLOBAL_EVENT_LOG_H
#ifdef _WIN32
#pragma once
#endif
#include "igamesystem.h"
class CGlobalEvent;
class CGlobalEventLog : public CAutoGameSystemPerFrame
{
public:
typedef enum
{
GLOBAL_EVENT_NPCS = 0,
GLOBAL_EVENT_MAX
} EGlobalEvent;
public:
CGlobalEventLog( );
CGlobalEvent *GetGlobalEvent( EGlobalEvent GlobalEvent );
CGlobalEvent *CreateEvent( const char *pszName, bool bIsHighLevel, CGlobalEvent *pParent = NULL );
CGlobalEvent *CreateTempEvent( const char *pszName, CGlobalEvent *pParent = NULL );
void RemoveEvent( CGlobalEvent *pEvent );
void AddKeyValue( CGlobalEvent *pEvent, bool bVarying, const char *pszKey, const char *pszValueFormat, ... );
void SendUpdate( );
protected:
virtual void PostInit( );
virtual void FrameUpdatePostEntityThink( );
private:
unsigned int m_nNextID;
CUtlVector< CGlobalEvent * > m_Events;
CUtlVector< CGlobalEvent * > m_TempEvents;
CUtlVector< CGlobalEvent * > m_DirtyEvents;
CGlobalEvent *m_pGlobalEvents[ GLOBAL_EVENT_MAX ];
};
extern CGlobalEventLog GlobalEventLog;
#endif // #ifndef __GLOBAL_EVENT_LOG_H