source-engine/game/server/basetempentity.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( BASETEMPENTITY_H )
#define BASETEMPENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "edict.h"
// This is the base class for TEMP ENTITIES that use the
// event system to propagate
class CBaseTempEntity
{
public:
DECLARE_CLASS_NOBASE( CBaseTempEntity );
DECLARE_SERVERCLASS();
CBaseTempEntity( const char *name );
virtual ~CBaseTempEntity( void );
const char *GetName( void );
// Force all derived classes to implement a test
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
virtual void Create( IRecipientFilter& filter, float delay = 0.0 );
virtual void Precache( void );
CBaseTempEntity *GetNext( void );
// Get list of tempentities
static CBaseTempEntity *GetList( void );
// Called at startup to allow temp entities to precache any models/sounds that they need
static void PrecacheTempEnts( void );
void NetworkStateChanged() {} // TE's are sent out right away so we don't track whether state changes or not,
// but we want to allow CNetworkVars.
void NetworkStateChanged( void *pVar ) {}
private:
// Descriptive name, for when running tests
const char *m_pszName;
// Next in chain
CBaseTempEntity *m_pNext;
// ConVars add themselves to this list for the executable. Then ConVarMgr::Init() runs through
// all the console variables and registers them.
static CBaseTempEntity *s_pTempEntities;
};
#endif // BASETEMPENTITY_H