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nekohook/modules/source2013/sdk/game/server/TemplateEntities.h
2020-08-04 13:13:01 -04:00

38 lines
1.2 KiB
C++

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