source-engine/game/server/point_template.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Point entity used to create templates out of other entities or groups of entities
//
//=============================================================================//
#ifndef POINT_TEMPLATE_H
#define POINT_TEMPLATE_H
#ifdef _WIN32
#pragma once
#endif
#define MAX_NUM_TEMPLATES 16
struct template_t
{
int iTemplateIndex;
VMatrix matEntityToTemplate;
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPointTemplate : public CLogicalEntity
{
DECLARE_CLASS( CPointTemplate, CLogicalEntity );
public:
DECLARE_DATADESC();
virtual void Spawn( void );
virtual void Precache();
// Template initialization
void StartBuildingTemplates( void );
void FinishBuildingTemplates( void );
// Template Entity accessors
int GetNumTemplateEntities( void );
CBaseEntity *GetTemplateEntity( int iTemplateNumber );
void AddTemplate( CBaseEntity *pEntity, const char *pszMapData, int nLen );
bool ShouldRemoveTemplateEntities( void );
bool AllowNameFixup();
// Templates accessors
int GetNumTemplates( void );
int GetTemplateIndexForTemplate( int iTemplate );
// Template instancing
bool CreateInstance( const Vector &vecOrigin, const QAngle &vecAngles, CUtlVector<CBaseEntity*> *pEntities );
// Inputs
void InputForceSpawn( inputdata_t &inputdata );
virtual void PerformPrecache();
private:
string_t m_iszTemplateEntityNames[MAX_NUM_TEMPLATES];
// List of map entities this template targets. Built inside our Spawn().
// It's only valid between Spawn() & Activate(), because the map entity parsing
// code removes all the entities in it once it finishes turning them into templates.
CUtlVector< CBaseEntity * > m_hTemplateEntities;
// List of templates, generated from our template entities.
CUtlVector< template_t > m_hTemplates;
COutputEvent m_pOutputOnSpawned;
};
#endif // POINT_TEMPLATE_H