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57 lines
1.4 KiB
C
57 lines
1.4 KiB
C
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//========= 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 TEST_STRESSENTITIES_H
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#define TEST_STRESSENTITIES_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseEntity;
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typedef CBaseEntity* (*StressEntityFn)(); // Function to create an entity for the stress test.
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// Each game DLL can instantiate these to register types of entities it can create
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// for the entity stress test.
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class CStressEntityReg
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{
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public:
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CStressEntityReg( StressEntityFn fn )
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{
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m_pFn = fn;
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m_pNext = s_pHead;
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s_pHead = this;
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}
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static CStressEntityReg*GetListHead() { return s_pHead; }
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CStressEntityReg* GetNext() { return m_pNext; }
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StressEntityFn GetFn() { return m_pFn; }
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private:
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static CStressEntityReg *s_pHead; // List of all CStressEntityReg's.
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CStressEntityReg *m_pNext;
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StressEntityFn m_pFn;
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};
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// Use this macro to register a function to create stresstest entities.
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#define REGISTER_STRESS_ENTITY( fnName ) static CStressEntityReg s_##fnName##__( fnName );
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// Helper function for the functions that create the stress entities.
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// Moves the entity to a random place in the level and returns the entity.
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CBaseEntity* MoveToRandomSpot( CBaseEntity *pEnt );
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Vector GetRandomSpot();
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#endif // TEST_STRESSENTITIES_H
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