source-engine/game/server/entityinput.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef INPUTVAR_H
#define INPUTVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "baseentity.h"
#include "entitylist.h"
//-----------------------------------------------------------------------------
// Purpose: Used to request a value, or a set of values, from a set of entities.
// used when a multi-input variable needs to refresh it's inputs
//-----------------------------------------------------------------------------
class CMultiInputVar
{
public:
CMultiInputVar() : m_InputList(NULL) {}
~CMultiInputVar();
struct inputitem_t
{
variant_t value; // local copy of variable (maybe make this a variant?)
int outputID; // the ID number of the output that sent this
inputitem_t *next;
// allocate and free from MPool memory
static void *operator new( size_t stAllocBlock );
static void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
static void operator delete( void *pMem );
static void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) { operator delete(pMem); }
};
inputitem_t *m_InputList; // list of data
int m_bUpdatedThisFrame;
void AddValue( variant_t newVal, int outputID );
DECLARE_SIMPLE_DATADESC();
};
#endif // INPUTVAR_H