53 lines
2.0 KiB
C++
53 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 MAPENTITIES_H
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#define MAPENTITIES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mapentities_shared.h"
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// This class provides hooks into the map-entity loading process that allows CS
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// to do some tricks when restarting the round. The main trick it tries to do is
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// recreate all
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abstract_class IMapEntityFilter {
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public:
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virtual bool ShouldCreateEntity(const char *pClassname) = 0;
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virtual CBaseEntity *CreateNextEntity(const char *pClassname) = 0;
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};
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// Use the filter so you can prevent certain entities from being created out of
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// the map. CSPort does this when restarting rounds. It wants to reload most
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// entities from the map, but certain entities like the world entity need to be
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// left intact.
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void MapEntity_ParseAllEntities(const char *pMapData,
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IMapEntityFilter *pFilter = NULL,
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bool bActivateEntities = false);
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const char *MapEntity_ParseEntity(CBaseEntity *&pEntity, const char *pEntData,
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IMapEntityFilter *pFilter);
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void MapEntity_PrecacheEntity(const char *pEntData, int &nStringSize);
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//-----------------------------------------------------------------------------
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// Hierarchical spawn
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//-----------------------------------------------------------------------------
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struct HierarchicalSpawn_t {
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CBaseEntity *m_pEntity;
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int m_nDepth;
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CBaseEntity *m_pDeferredParent; // attachment parents can't be set until
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// the parents are spawned
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const char *m_pDeferredParentAttachment; // so defer setting them up until
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// the second pass
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};
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void SpawnHierarchicalList(int nEntities, HierarchicalSpawn_t *pSpawnList,
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bool bActivateEntities);
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#endif // MAPENTITIES_H
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