r5sdk/r5dev/game/server/entityoutput.h

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#ifndef ENTITYOUTPUT_H
#define ENTITYOUTPUT_H
#include "variant_t.h"
#define EVENT_FIRE_ALWAYS -1
class CBaseEntity;
//-----------------------------------------------------------------------------
// Purpose: A COutputEvent consists of an array of these CEventActions.
// Each CEventAction holds the information to fire a single input in
// a target entity, after a specific delay.
//-----------------------------------------------------------------------------
class CEventAction
{
public:
int m_type;
char gap_4[4];
string_t m_iTarget; // name of the entity(s) to cause the action in
string_t m_iTargetInput; // the name of the action to fire
string_t m_iParameter; // parameter to send, 0 if none
int m_scriptEnt;
char gap_24[4];
char m_scriptFunc[16];
float m_flDelay; // the number of seconds to wait before firing the action
int m_nTimesToFire; // The number of times to fire this event, or EVENT_FIRE_ALWAYS.
int m_iIDStamp; // unique identifier stamp
//static int s_iNextIDStamp; !TODO[ AMOS ]: If found, make this a ptr and link it to the one in the game engine!
CEventAction* m_pNext;
};
//-----------------------------------------------------------------------------
// Purpose: Stores a list of connections to other entities, for data/commands to be
// communicated along.
//-----------------------------------------------------------------------------
class CBaseEntityOutput
{
public:
virtual ~CBaseEntityOutput() {};
virtual int Save(/*ISave*/ __int64 /*save*/) {return 1; /*!!! IMPLEMENTATION IN ENGINE !!!*/}
virtual int Restore(/*IRestore*/ __int64 /*restore*/, int /*elementCount*/) { return 1; /*!!! IMPLEMENTATION IN ENGINE !!!*/ }
protected:
variant_t m_Value;
CEventAction* m_ActionList;
//DECLARE_SIMPLE_DATADESC();
CBaseEntityOutput() {} // this class cannot be created, only it's children
private:
CBaseEntityOutput(CBaseEntityOutput&); // protect from accidental copying
};
//-----------------------------------------------------------------------------
// Purpose: parameterless entity event
//-----------------------------------------------------------------------------
class COutputEvent : public CBaseEntityOutput
{
public:
};
#endif // ENTITYOUTPUT_H