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2020-08-04 13:13:01 -04:00

37 lines
1.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef ENTITYAPI_H
#define ENTITYAPI_H
class SendTable;
extern void LoadMapEntities(const char *pMapEntities);
extern void DispatchObjectCollisionBox(edict_t *pent);
extern float DispatchObjectPhysicsVelocity(edict_t *pent, float moveTime);
extern ServerClass *DispatchGetObjectServerClass(edict_t *pent);
extern ServerClass *GetAllServerClasses();
extern void SaveWriteFields(CSaveRestoreData *pSaveData, const char *pname,
void *pBaseData, datamap_t *pMap,
typedescription_t *pFields, int fieldCount);
extern void SaveReadFields(CSaveRestoreData *pSaveData, const char *pname,
void *pBaseData, datamap_t *pMap,
typedescription_t *pFields, int fieldCount);
extern void SaveGlobalState(CSaveRestoreData *pSaveData);
extern void RestoreGlobalState(CSaveRestoreData *pSaveData);
extern void ResetGlobalState(void);
extern CSaveRestoreData *SaveInit(int size);
extern int CreateEntityTransitionList(CSaveRestoreData *pSaveData,
int levelMask);
extern void ClearEntities(void);
extern void FreeContainingEntity(edict_t *ed);
class ISaveRestoreBlockHandler;
ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler();
#endif // ENTITYAPI_H