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