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

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C++

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