Replace obsoleted IHandleEntity with CEntityInstance (#161)

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komashchenko 2023-10-13 19:38:47 +03:00 committed by GitHub
parent 628a9be543
commit f782bbf7ed
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GPG Key ID: 4AEE18F83AFDEB23
21 changed files with 138 additions and 394 deletions

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@ -17,7 +17,7 @@ CBaseEntity* CEntitySystem::GetBaseEntity(CEntityIndex entnum)
if (pIdentity->m_EHandle.GetEntryIndex() != entnum.Get())
return nullptr;
return dynamic_cast<CBaseEntity*>(pIdentity->m_pInstance);
return static_cast<CBaseEntity*>(pIdentity->m_pInstance);
}
CBaseEntity* CEntitySystem::GetBaseEntity(const CEntityHandle& hEnt)
@ -36,7 +36,7 @@ CBaseEntity* CEntitySystem::GetBaseEntity(const CEntityHandle& hEnt)
if (pIdentity->m_EHandle != hEnt)
return nullptr;
return dynamic_cast<CBaseEntity*>(pIdentity->m_pInstance);
return static_cast<CBaseEntity*>(pIdentity->m_pInstance);
}
void CGameEntitySystem::AddListenerEntity(IEntityListener* pListener)

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@ -11,7 +11,7 @@
#pragma once
#endif
#include "entityidentity.h"
#include "entityinstance.h"
class CBaseEntity : public CEntityInstance
{
};

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@ -11,14 +11,14 @@
#pragma once
#endif
#include "entityhandle.h"
#include "entity2/entitysystem.h"
#include "entityhandle.h"
// -------------------------------------------------------------------------------------------------- //
// Game-code CBaseHandle implementation.
// -------------------------------------------------------------------------------------------------- //
inline IHandleEntity* CEntityHandle::Get() const
inline CEntityInstance* CEntityHandle::Get() const
{
extern CEntitySystem *g_pEntitySystem;
return g_pEntitySystem->GetBaseEntity( *this );
@ -137,7 +137,7 @@ inline bool CHandle<T>::operator!=( T *val ) const
template<class T>
void CHandle<T>::Set( const T* pVal )
{
CBaseHandle::Set( reinterpret_cast<const IHandleEntity*>(pVal) );
CBaseHandle::Set(pVal);
}
template<class T>

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@ -156,280 +156,4 @@ private:
unsigned short m_iChangeInfoSerialNumber;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
// NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!!
class CBaseEdict
{
public:
// Returns an IServerEntity if FL_FULLEDICT is set or NULL if this
// is a lightweight networking entity.
IServerEntity* GetIServerEntity();
const IServerEntity* GetIServerEntity() const;
IServerNetworkable* GetNetworkable();
IServerUnknown* GetUnknown();
// Set when initting an entity. If it's only a networkable, this is false.
void SetEdict( IServerUnknown *pUnk, bool bFullEdict );
int AreaNum() const;
const char * GetClassName() const;
bool IsFree() const;
void SetFree();
void ClearFree();
bool HasStateChanged() const;
void ClearStateChanged();
void StateChanged();
void StateChanged( unsigned short offset );
void ClearTransmitState();
void SetChangeInfo( unsigned short info );
void SetChangeInfoSerialNumber( unsigned short sn );
unsigned short GetChangeInfo() const;
unsigned short GetChangeInfoSerialNumber() const;
public:
// NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it.
// NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!!
#ifdef _XBOX
unsigned short m_fStateFlags;
#else
int m_fStateFlags;
#endif
// NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it.
int m_NetworkSerialNumber; // Game DLL sets this when it gets a serial number for its EHANDLE.
// NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it.
IServerNetworkable *m_pNetworkable;
// New as of "6.84" update.
int unknown1;
int unknown2;
protected:
IServerUnknown *m_pUnk;
public:
IChangeInfoAccessor *GetChangeAccessor(); // The engine implements this and the game .dll implements as
const IChangeInfoAccessor *GetChangeAccessor() const; // The engine implements this and the game .dll implements as
// as callback through to the engine!!!
// NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!!
// This breaks HL2_VC6!!!!!
// References a CEdictChangeInfo with a list of modified network props.
//unsigned short m_iChangeInfo;
//unsigned short m_iChangeInfoSerialNumber;
friend void InitializeEntityDLLFields( edict_t *pEdict );
};
//-----------------------------------------------------------------------------
// CBaseEdict inlines.
//-----------------------------------------------------------------------------
inline IServerEntity* CBaseEdict::GetIServerEntity()
{
if ( m_fStateFlags & FL_EDICT_FULL )
return (IServerEntity*)m_pUnk;
else
return 0;
}
inline bool CBaseEdict::IsFree() const
{
return (m_fStateFlags & FL_EDICT_FREE) != 0;
}
inline bool CBaseEdict::HasStateChanged() const
{
return (m_fStateFlags & FL_EDICT_CHANGED) != 0;
}
inline void CBaseEdict::ClearStateChanged()
{
m_fStateFlags &= ~(FL_EDICT_CHANGED | FL_FULL_EDICT_CHANGED);
SetChangeInfoSerialNumber( 0 );
}
inline void CBaseEdict::StateChanged()
{
// Note: this should only happen for properties in data tables that used some kind of pointer
// dereference. If the data is directly offsetable, then changes will automatically be detected
m_fStateFlags |= (FL_EDICT_CHANGED | FL_FULL_EDICT_CHANGED);
SetChangeInfoSerialNumber( 0 );
}
inline void CBaseEdict::StateChanged( unsigned short offset )
{
#ifdef NETWORK_VARS_ENABLED
if ( m_fStateFlags & FL_FULL_EDICT_CHANGED )
return;
m_fStateFlags |= FL_EDICT_CHANGED;
IChangeInfoAccessor *accessor = GetChangeAccessor();
if ( accessor->GetChangeInfoSerialNumber() == g_pSharedChangeInfo->m_iSerialNumber )
{
// Ok, I still own this one.
CEdictChangeInfo *p = &g_pSharedChangeInfo->m_ChangeInfos[accessor->GetChangeInfo()];
// Now add this offset to our list of changed variables.
for ( unsigned short i=0; i < p->m_nChangeOffsets; i++ )
if ( p->m_ChangeOffsets[i] == offset )
return;
if ( p->m_nChangeOffsets == MAX_CHANGE_OFFSETS )
{
// Invalidate our change info.
accessor->SetChangeInfoSerialNumber( 0 );
m_fStateFlags |= FL_FULL_EDICT_CHANGED; // So we don't get in here again.
}
else
{
p->m_ChangeOffsets[p->m_nChangeOffsets++] = offset;
}
}
else
{
if ( g_pSharedChangeInfo->m_nChangeInfos == MAX_EDICT_CHANGE_INFOS )
{
// Shucks.. have to mark the edict as fully changed because we don't have room to remember this change.
accessor->SetChangeInfoSerialNumber( 0 );
m_fStateFlags |= FL_FULL_EDICT_CHANGED;
}
else
{
// Get a new CEdictChangeInfo and fill it out.
accessor->SetChangeInfo( g_pSharedChangeInfo->m_nChangeInfos );
g_pSharedChangeInfo->m_nChangeInfos++;
accessor->SetChangeInfoSerialNumber( g_pSharedChangeInfo->m_iSerialNumber );
CEdictChangeInfo *p = &g_pSharedChangeInfo->m_ChangeInfos[accessor->GetChangeInfo()];
p->m_ChangeOffsets[0] = offset;
p->m_nChangeOffsets = 1;
}
}
#else
StateChanged();
#endif
}
inline void CBaseEdict::SetFree()
{
m_fStateFlags |= FL_EDICT_FREE;
}
inline void CBaseEdict::ClearFree()
{
m_fStateFlags &= ~FL_EDICT_FREE;
}
inline void CBaseEdict::ClearTransmitState()
{
m_fStateFlags &= ~(FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_DONTSEND);
}
inline const IServerEntity* CBaseEdict::GetIServerEntity() const
{
if ( m_fStateFlags & FL_EDICT_FULL )
return (IServerEntity*)m_pUnk;
else
return 0;
}
inline IServerUnknown* CBaseEdict::GetUnknown()
{
return m_pUnk;
}
inline IServerNetworkable* CBaseEdict::GetNetworkable()
{
return m_pNetworkable;
}
inline void CBaseEdict::SetEdict( IServerUnknown *pUnk, bool bFullEdict )
{
m_pUnk = pUnk;
if ( (pUnk != NULL) && bFullEdict )
{
m_fStateFlags = FL_EDICT_FULL;
}
else
{
m_fStateFlags = 0;
}
}
inline int CBaseEdict::AreaNum() const
{
if ( !m_pUnk )
return 0;
return m_pNetworkable->AreaNum();
}
inline const char * CBaseEdict::GetClassName() const
{
if ( !m_pUnk )
return "";
return m_pNetworkable->GetClassName();
}
inline void CBaseEdict::SetChangeInfo( unsigned short info )
{
GetChangeAccessor()->SetChangeInfo( info );
}
inline void CBaseEdict::SetChangeInfoSerialNumber( unsigned short sn )
{
GetChangeAccessor()->SetChangeInfoSerialNumber( sn );
}
inline unsigned short CBaseEdict::GetChangeInfo() const
{
return GetChangeAccessor()->GetChangeInfo();
}
inline unsigned short CBaseEdict::GetChangeInfoSerialNumber() const
{
return GetChangeAccessor()->GetChangeInfoSerialNumber();
}
//-----------------------------------------------------------------------------
// Purpose: The engine's internal representation of an entity, including some
// basic collision and position info and a pointer to the class wrapped on top
// of the structure
//-----------------------------------------------------------------------------
struct edict_t : public CBaseEdict
{
public:
ICollideable *GetCollideable();
};
inline ICollideable *edict_t::GetCollideable()
{
IServerEntity *pEnt = GetIServerEntity();
if ( pEnt )
return pEnt->GetCollideable();
else
return NULL;
}
#endif // EDICT_H

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@ -90,8 +90,6 @@ namespace google
}
}
typedef uint32 SpawnGroupHandle_t;
//-----------------------------------------------------------------------------
// defines
//-----------------------------------------------------------------------------

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@ -13,7 +13,7 @@
enum SolidType_t : unsigned char;
class IHandleEntity;
class CEntityInstance;
struct Ray_t;
struct model_t;
class Vector;
@ -27,7 +27,7 @@ abstract_class ICollideable
{
public:
// Gets at the entity handle associated with the collideable
virtual IHandleEntity *GetEntityHandle() = 0;
virtual CEntityInstance *GetEntityHandle() = 0;
// These methods return the bounds of an OBB measured in "collision" space
// which can be retreived through the CollisionToWorldTransform or

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@ -18,7 +18,7 @@
#include "bspflags.h"
class Vector;
class IHandleEntity;
class CEntityInstance;
struct Ray_t;
class CGameTrace;
typedef CGameTrace trace_t;
@ -43,7 +43,7 @@ enum TraceType_t
abstract_class ITraceFilter
{
public:
virtual bool ShouldHitEntity( IHandleEntity *pEntity, int contentsMask ) = 0;
virtual bool ShouldHitEntity( CEntityInstance *pEntity, int contentsMask ) = 0;
virtual TraceType_t GetTraceType() const = 0;
};
@ -78,7 +78,7 @@ public:
class CTraceFilterWorldOnly : public ITraceFilter
{
public:
bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
bool ShouldHitEntity( CEntityInstance *pServerEntity, int contentsMask )
{
return false;
}
@ -91,7 +91,7 @@ public:
class CTraceFilterWorldAndPropsOnly : public ITraceFilter
{
public:
bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
bool ShouldHitEntity( CEntityInstance *pServerEntity, int contentsMask )
{
return false;
}
@ -104,7 +104,7 @@ public:
class CTraceFilterHitAll : public CTraceFilter
{
public:
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
virtual bool ShouldHitEntity( CEntityInstance *pServerEntity, int contentsMask )
{
return true;
}
@ -124,7 +124,7 @@ abstract_class IEntityEnumerator
{
public:
// This gets called with each handle
virtual bool EnumEntity( IHandleEntity *pHandleEntity ) = 0;
virtual bool EnumEntity( CEntityInstance *pHandleEntity ) = 0;
};
@ -144,7 +144,7 @@ abstract_class IEngineTrace
{
public:
// Returns the contents mask + entity at a particular world-space position
virtual int GetPointContents( const Vector &vecAbsPosition, int contentsMask = MASK_ALL, IHandleEntity** ppEntity = NULL ) = 0;
virtual int GetPointContents( const Vector &vecAbsPosition, int contentsMask = MASK_ALL, CEntityInstance** ppEntity = NULL ) = 0;
// Returns the contents mask of the world only @ the world-space position (static props are ignored)
virtual int GetPointContents_WorldOnly( const Vector &vecAbsPosition, int contentsMask = MASK_ALL ) = 0;
@ -157,7 +157,7 @@ public:
virtual int GetPointContents_Collideable( ICollideable *pCollide, const Vector &vecAbsPosition ) = 0;
// Traces a ray against a particular entity
virtual void ClipRayToEntity( const Ray_t &ray, unsigned int fMask, IHandleEntity *pEnt, trace_t *pTrace ) = 0;
virtual void ClipRayToEntity( const Ray_t &ray, unsigned int fMask, CEntityInstance *pEnt, trace_t *pTrace ) = 0;
// Traces a ray against a particular entity
virtual void ClipRayToCollideable( const Ray_t &ray, unsigned int fMask, ICollideable *pCollide, trace_t *pTrace ) = 0;
@ -184,7 +184,7 @@ public:
virtual void EnumerateEntities( const Vector &vecAbsMins, const Vector &vecAbsMaxs, IEntityEnumerator *pEnumerator ) = 0;
// Convert a handle entity to a collideable. Useful inside enumer
virtual ICollideable *GetCollideable( IHandleEntity *pEntity ) = 0;
virtual ICollideable *GetCollideable( CEntityInstance *pEntity ) = 0;
// HACKHACK: Temp for performance measurments
virtual int GetStatByIndex( int index, bool bClear ) = 0;

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@ -51,7 +51,7 @@ public:
virtual void TraceRayAgainstStaticProp( const Ray_t& ray, int staticPropIndex, trace_t& tr ) = 0;
// Is a base handle a static prop?
virtual bool IsStaticProp( IHandleEntity *pHandleEntity ) const = 0;
virtual bool IsStaticProp( CEntityInstance *pHandleEntity ) const = 0;
virtual bool IsStaticProp( CBaseHandle handle ) const = 0;
// returns a collideable interface to static props

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@ -13,36 +13,47 @@
#include "entitycomponent.h"
#include "entityhandle.h"
class CEntityIdentity;
class CEntityInstance;
struct ChangeAccessorFieldPathIndex_t
{
int16 m_Value;
};
typedef uint32 SpawnGroupHandle_t;
typedef CUtlStringToken WorldGroupId_t;
class CEntityInstance : public IHandleEntity
enum EntityFlags_t : uint32
{
public:
// MNetworkDisable
CUtlSymbolLarge m_iszPrivateVScripts; // 0x8
// MNetworkEnable
// MNetworkPriority "56"
CEntityIdentity* m_pEntity; // 0x10
private:
void* m_hPrivateScope; // 0x18 - CEntityPrivateScriptScope
uint8 unknown[0x8]; // 0x20
public:
// MNetworkEnable
// MNetworkDisable
CScriptComponent* m_CScriptComponent; // 0x28
EF_IS_INVALID_EHANDLE = 0x1,
EF_SPAWN_IN_PROGRESS = 0x2,
EF_IN_STAGING_LIST = 0x4,
EF_IN_POST_DATA_UPDATE = 0x8,
EF_DELETE_IN_PROGRESS = 0x10,
EF_IN_STASIS = 0x20,
EF_IS_ISOLATED_ALLOCATION_NETWORKABLE = 0x40,
EF_IS_DORMANT = 0x80,
EF_IS_PRE_SPAWN = 0x100,
EF_MARKED_FOR_DELETE = 0x200,
EF_IS_CONSTRUCTION_IN_PROGRESS = 0x400,
EF_IS_ISOLATED_ALLOCATION = 0x800,
EF_HAS_BEEN_UNSERIALIZED = 0x1000,
EF_IS_SUSPENDED = 0x2000,
EF_IS_ANONYMOUS_ALLOCATION = 0x4000,
};
// Size: 0x78
class CEntityIdentity
{
public:
inline CEntityHandle GetRefEHandle() const
{
CEntityHandle handle = m_EHandle;
handle.m_Parts.m_Serial -= (m_flags & EF_IS_INVALID_EHANDLE);
return handle;
}
public:
CEntityInstance* m_pInstance; // 0x0
private:
@ -55,7 +66,7 @@ public:
private:
uint64 m_hPublicScope; // 0x28 - CEntityPublicScriptScope
public:
uint32 m_flags; // 0x30
EntityFlags_t m_flags; // 0x30
private:
SpawnGroupHandle_t m_hSpawnGroup; // 0x34
public:

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@ -0,0 +1,56 @@
#ifndef ENTITYINSTANCE_H
#define ENTITYINSTANCE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlsymbollarge.h"
#include "entitycomponent.h"
#include "entity2/entityidentity.h"
class CEntityInstance
{
virtual void Schema_DynamicBinding(void**) = 0;
public:
virtual ~CEntityInstance() = 0;
inline CEntityHandle GetRefEHandle() const
{
return m_pEntity->GetRefEHandle();
}
CUtlSymbolLarge m_iszPrivateVScripts; // 0x8
CEntityIdentity* m_pEntity; // 0x10
private:
void* m_hPrivateScope; // 0x18 - CEntityPrivateScriptScope
uint8 __pad001[0x8]; // 0x20
public:
CScriptComponent* m_CScriptComponent; // 0x28
};
// -------------------------------------------------------------------------------------------------- //
// CEntityInstance dependant functions
// -------------------------------------------------------------------------------------------------- //
inline bool CEntityHandle::operator <( const CEntityInstance *pEntity ) const
{
unsigned long otherIndex = (pEntity) ? pEntity->GetRefEHandle().m_Index : INVALID_EHANDLE_INDEX;
return m_Index < otherIndex;
}
inline const CEntityHandle &CEntityHandle::Set( const CEntityInstance *pEntity )
{
if(pEntity)
{
*this = pEntity->GetRefEHandle();
}
else
{
m_Index = INVALID_EHANDLE_INDEX;
}
return *this;
}
#endif // ENTITYINSTANCE_H

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@ -5,9 +5,9 @@
#include "tier1/utlmemory.h"
#include "tier1/utlvector.h"
#include "tier1/utldict.h"
#include "entityhandle.h"
#include "baseentity.h"
#include "eiface.h"
#include "baseentity.h"
#include "entityhandle.h"
#include "concreteentitylist.h"
#include "entitydatainstantiator.h"
@ -154,7 +154,7 @@ public:
private:
uint8 pad2696[0xa88];
#ifdef PLATFORM_LINUX
#ifdef PLATFORM_POSIX
uint8 pad5392[0x30];
#endif
};

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@ -11,12 +11,14 @@
#endif
#include "const.h"
#include "ihandleentity.h"
class CEntityInstance;
class CEntityHandle
{
public:
friend class CEntityIdentity;
CEntityHandle();
CEntityHandle(const CEntityHandle& other);
CEntityHandle(uint32 value);
@ -32,18 +34,18 @@ public:
bool operator !=(const CEntityHandle& other) const;
bool operator ==(const CEntityHandle& other) const;
bool operator ==(const IHandleEntity* pEnt) const;
bool operator !=(const IHandleEntity* pEnt) const;
bool operator ==(const CEntityInstance* pEnt) const;
bool operator !=(const CEntityInstance* pEnt) const;
bool operator <(const CEntityHandle& other) const;
bool operator <(const IHandleEntity* pEnt) const;
bool operator <(const CEntityInstance* pEnt) const;
// Assign a value to the handle.
const CEntityHandle& operator=(const IHandleEntity* pEntity);
const CEntityHandle& Set(const IHandleEntity* pEntity);
const CEntityHandle& operator=(const CEntityInstance* pEntity);
const CEntityHandle& Set(const CEntityInstance* pEntity);
// Use this to dereference the handle.
// Note: this is implemented in game code (ehandle.h)
IHandleEntity* Get() const;
CEntityInstance* Get() const;
protected:
union
@ -57,7 +59,6 @@ protected:
};
};
inline CEntityHandle::CEntityHandle()
{
m_Index = INVALID_EHANDLE_INDEX;
@ -119,12 +120,12 @@ inline bool CEntityHandle::operator ==(const CEntityHandle& other) const
return m_Index == other.m_Index;
}
inline bool CEntityHandle::operator ==(const IHandleEntity* pEnt) const
inline bool CEntityHandle::operator ==(const CEntityInstance* pEnt) const
{
return Get() == pEnt;
}
inline bool CEntityHandle::operator !=(const IHandleEntity* pEnt) const
inline bool CEntityHandle::operator !=(const CEntityInstance* pEnt) const
{
return Get() != pEnt;
}
@ -134,31 +135,11 @@ inline bool CEntityHandle::operator <(const CEntityHandle& other) const
return m_Index < other.m_Index;
}
inline bool CEntityHandle::operator <(const IHandleEntity* pEntity) const
inline const CEntityHandle &CEntityHandle::operator=( const CEntityInstance *pEntity )
{
unsigned long otherIndex = (pEntity) ? pEntity->GetRefEHandle().m_Index : INVALID_EHANDLE_INDEX;
return m_Index < otherIndex;
return Set( pEntity );
}
inline const CEntityHandle& CEntityHandle::operator=(const IHandleEntity* pEntity)
{
return Set(pEntity);
}
inline const CEntityHandle& CEntityHandle::Set(const IHandleEntity* pEntity)
{
if (pEntity)
{
*this = pEntity->GetRefEHandle();
}
else
{
m_Index = INVALID_EHANDLE_INDEX;
}
return *this;
}
#endif // ENTITYHANDLE_H
typedef CEntityHandle CBaseHandle;
#endif // ENTITYHANDLE_H

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@ -13,7 +13,6 @@
#include "cmodel.h"
#include "tier1/utlvector.h"
#include "ihandleentity.h"
#include "ispatialpartition.h"
#if defined( CLIENT_DLL )

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@ -13,7 +13,7 @@
#include "tier0/platform.h"
#include "ihandleentity.h"
#include "entity2/entityinstance.h"
class IClientNetworkable;
class C_BaseEntity;
@ -28,7 +28,7 @@ class IClientAlphaProperty;
// This is the client's version of IUnknown. We may want to use a QueryInterface-like
// mechanism if this gets big.
abstract_class IClientUnknown : public IHandleEntity
abstract_class IClientUnknown : public CEntityInstance
{
public:
virtual ICollideable* GetCollideable() = 0;

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@ -20,7 +20,7 @@
#include "tier1/bitbuf.h"
#include "tier1/generichash.h"
#include "tier1/utlstring.h"
#include "ihandleentity.h"
#include "entity2/entityinstance.h"
class CMsgSource1LegacyGameEvent;
class CPlayerSlot;
@ -124,13 +124,13 @@ public:
virtual CEntityHandle GetEHandle( const GameEventKeySymbol_t &keySymbol, CEntityHandle defaultValue = CEntityHandle() ) = 0;
// Returns the entity instance, mostly used for _pawn keys, might return 0 if used on any other key (even on a controller).
virtual IHandleEntity *GetEntity( const GameEventKeySymbol_t &keySymbol, IHandleEntity *fallbackInstance = NULL ) = 0;
virtual CEntityInstance *GetEntity( const GameEventKeySymbol_t &keySymbol, CEntityInstance *fallbackInstance = NULL ) = 0;
virtual CEntityIndex GetEntityIndex( const GameEventKeySymbol_t &keySymbol, CEntityIndex defaultValue = CEntityIndex( -1 ) ) = 0;
virtual CPlayerSlot GetPlayerSlot( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual IHandleEntity *GetPlayerController( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual IHandleEntity *GetPlayerPawn( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual CEntityInstance *GetPlayerController( const GameEventKeySymbol_t &keySymbol ) = 0;
virtual CEntityInstance *GetPlayerPawn( const GameEventKeySymbol_t &keySymbol ) = 0;
// Returns the EHandle for the _pawn entity.
virtual CEntityHandle GetPawnEHandle( const GameEventKeySymbol_t &keySymbol ) = 0;
@ -145,16 +145,16 @@ public:
virtual void SetPtr( const GameEventKeySymbol_t &keySymbol, void *value ) = 0;
virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, CEntityIndex value ) = 0;
virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, IHandleEntity *value ) = 0;
virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, CEntityInstance *value ) = 0;
// Also sets the _pawn key
virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CPlayerSlot value ) = 0;
// Also sets the _pawn key (Expects pawn entity to be passed)
virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, IHandleEntity *pawn ) = 0;
virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CEntityInstance *pawn ) = 0;
// Expects pawn entity to be passed, will set the controller entity as a controllerKeyName
// and pawn entity as a pawnKeyName.
virtual void SetPlayerRaw( const GameEventKeySymbol_t &controllerKeySymbol, const GameEventKeySymbol_t &pawnKeySymbol, IHandleEntity *pawn ) = 0;
virtual void SetPlayerRaw( const GameEventKeySymbol_t &controllerKeySymbol, const GameEventKeySymbol_t &pawnKeySymbol, CEntityInstance *pawn ) = 0;
virtual bool HasKey( const GameEventKeySymbol_t &keySymbol ) = 0;

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@ -1,25 +0,0 @@
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef IHANDLEENTITY_H
#define IHANDLEENTITY_H
#ifdef _WIN32
#pragma once
#endif
class CEntityHandle;
// An IHandleEntity-derived class can go into an entity list and use ehandles.
class IHandleEntity
{
virtual void Schema_DynamicBinding(void**) = 0;
public:
virtual ~IHandleEntity() = 0;
virtual const CEntityHandle GetRefEHandle() const = 0;
};
#endif // IHANDLEENTITY_H

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@ -12,7 +12,7 @@
#endif
#include "ihandleentity.h"
#include "entity2/entityinstance.h"
#include "basetypes.h"
#include "bitvec.h"
#include "const.h"
@ -88,7 +88,7 @@ class IServerNetworkable
// These functions are handled automatically by the server_class macros and CBaseNetworkable.
public:
// Gets at the entity handle associated with the collideable
virtual IHandleEntity *GetEntityHandle() = 0;
virtual CEntityInstance *GetEntityHandle() = 0;
// Tell the engine which class this object is.
virtual ServerClass* GetServerClass() = 0;

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@ -13,7 +13,7 @@
#endif
#include "ihandleentity.h"
#include "entity2/entityinstance.h"
class ICollideable;
class IServerNetworkable;
@ -22,7 +22,7 @@ class CBaseEntity;
// This is the server's version of IUnknown. We may want to use a QueryInterface-like
// mechanism if this gets big.
class IServerUnknown : public IHandleEntity
class IServerUnknown : public CEntityInstance
{
public:
// Gets the interface to the collideable + networkable representation of the entity

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@ -17,7 +17,7 @@
class Vector;
struct Ray_t;
class IHandleEntity;
class CEntityInstance;
#define INTERFACEVERSION_SPATIALPARTITION "SpatialPartition001"
@ -85,7 +85,7 @@ typedef int SpatialTempHandle_t;
class IPartitionEnumerator
{
public:
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ) = 0;
virtual IterationRetval_t EnumElement( CEntityInstance *pHandleEntity ) = 0;
};
@ -114,10 +114,10 @@ abstract_class ISpatialPartition
public:
// Create/destroy a handle for this dude in our system. Destroy
// will also remove it from all lists it happens to be in
virtual SpatialPartitionHandle_t CreateHandle( IHandleEntity *pHandleEntity ) = 0;
virtual SpatialPartitionHandle_t CreateHandle( CEntityInstance *pHandleEntity ) = 0;
// A fast method of creating a handle + inserting into the tree in the right place
virtual SpatialPartitionHandle_t CreateHandle( IHandleEntity *pHandleEntity,
virtual SpatialPartitionHandle_t CreateHandle( CEntityInstance *pHandleEntity,
SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ) = 0;
virtual void DestroyHandle( SpatialPartitionHandle_t handle ) = 0;

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@ -315,7 +315,7 @@ public:
virtual void GetLightingAtPoint( const Vector& vecOrigin, Color &tint ) = 0;
virtual void TraceLine( const Vector& vecAbsStart,
const Vector& vecAbsEnd, unsigned int mask,
const class IHandleEntity *ignore,
const class CEntityInstance *ignore,
int collisionGroup,
CBaseTrace *ptr ) = 0;

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@ -224,7 +224,7 @@ public:
virtual void GetWorldToScreenMatrixForView( const CViewSetup &view, VMatrix *pVMatrix ) = 0;
// Collision support
virtual SpatialPartitionHandle_t CreatePartitionHandle( IHandleEntity *pEntity,
virtual SpatialPartitionHandle_t CreatePartitionHandle( CEntityInstance *pEntity,
SpatialPartitionListMask_t listMask, const Vector& mins, const Vector& maxs ) = 0;
virtual void DestroyPartitionHandle( SpatialPartitionHandle_t hPartition ) = 0;
virtual void InstallPartitionQueryCallback( IPartitionQueryCallback *pQuery ) = 0;