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

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Contains the set of functions for manipulating entity hierarchies.
//
// $NoKeywords: $
//=============================================================================//
#ifndef HIERARCHY_H
#define HIERARCHY_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
class CBaseEntity;
void UnlinkFromParent(CBaseEntity *pRemove);
void TransferChildren(CBaseEntity *pOldParent, CBaseEntity *pNewParent);
void LinkChild(CBaseEntity *pParent, CBaseEntity *pChild);
void UnlinkAllChildren(CBaseEntity *pParent);
int GetAllChildren(CBaseEntity *pParent, CUtlVector<CBaseEntity *> &list);
bool EntityIsParentOf(CBaseEntity *pParent, CBaseEntity *pEntity);
int GetAllInHierarchy(CBaseEntity *pParent, CUtlVector<CBaseEntity *> &list);
#endif // HIERARCHY_H