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79 lines
2.0 KiB
C++
79 lines
2.0 KiB
C++
//========= 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 PREDICTABLEID_H
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#define PREDICTABLEID_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if !defined( NO_ENTITY_PREDICTION )
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//-----------------------------------------------------------------------------
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// Purpose: Wraps 32bit predictID to allow access and creation
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//-----------------------------------------------------------------------------
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class CPredictableId
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{
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public:
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// Construction
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CPredictableId( void );
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static void ResetInstanceCounters( void );
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// Is the Id being used
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bool IsActive( void ) const;
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// Call this to set from data
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void Init( int player, int command, const char *classname, const char *module, int line );
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// Get player index
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int GetPlayer( void ) const;
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// Get hash value
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int GetHash( void ) const;
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// Get index number
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int GetInstanceNumber( void ) const;
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// Get command number
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int GetCommandNumber( void ) const;
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// Check command number
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// bool IsCommandNumberEqual( int testNumber ) const;
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// Client only
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void SetAcknowledged( bool ack );
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bool GetAcknowledged( void ) const;
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// For conversion to/from integer
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int GetRaw( void ) const;
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void SetRaw( int raw );
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char const *Describe( void ) const;
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// Equality test
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bool operator ==( const CPredictableId& other ) const;
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bool operator !=( const CPredictableId& other ) const;
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private:
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void SetCommandNumber( int commandNumber );
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void SetPlayer( int playerIndex );
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void SetInstanceNumber( int counter );
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// Encoding bits, should total 32
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struct bitfields
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{
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unsigned int ack : 1; // 1
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unsigned int player : 5; // 6
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unsigned int command : 10; // 16
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unsigned int hash : 12; // 28
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unsigned int instance : 4; // 32
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} m_PredictableID;
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};
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// This can be empty, the class has a proper constructor
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FORCEINLINE void NetworkVarConstruct( CPredictableId &x ) {}
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#endif
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#endif // PREDICTABLEID_H
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