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37 lines
1.3 KiB
C++
37 lines
1.3 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Template entities are used by spawners to create copies of entities
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// that were configured by the level designer. This allows us to spawn
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// entities with arbitrary sets of key/value data and entity I/O
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// connections.
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//
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//=============================================================================//
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#ifndef TEMPLATEENTITIES_H
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#define TEMPLATEENTITIES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "isaverestore.h"
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class CBaseEntity;
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class CPointTemplate;
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int Templates_Add(CBaseEntity *pEntity, const char *pszMapData, int nLen);
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string_t Templates_FindByIndex( int iIndex );
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int Templates_GetStringSize( int iIndex );
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string_t Templates_FindByTargetName(const char *pszName);
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void Templates_ReconnectIOForGroup( CPointTemplate *pGroup );
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// Some templates have Entity I/O connecting the entities within the template.
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// Unique versions of these templates need to be created whenever they're instanced.
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void Templates_StartUniqueInstance( void );
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bool Templates_IndexRequiresEntityIOFixup( int iIndex );
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char *Templates_GetEntityIOFixedMapData( int iIndex );
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// Save / Restore
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ISaveRestoreBlockHandler *GetTemplateSaveRestoreBlockHandler( void );
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#endif // TEMPLATEENTITIES_H
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