mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
Light cleanup and work for future
Moved some structures around and added ehandle headers.
This commit is contained in:
parent
b21fa6b665
commit
1cf03355a5
@ -9,6 +9,34 @@
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#define BASECOMBATCHARACTER_H
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#include "baseanimatingoverlay.h"
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struct WeaponDropInfo
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{
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Vector3D weaponPosition;
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char prevDropFrameCounter;
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char dropFrameCounter;
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char gap_e[2];
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Vector3D weaponAngles;
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float weaponPositionTime;
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};
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/* 1410 */
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struct WeaponInventory
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{
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char gap_0[8];
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int weapons[9];
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int offhandWeapons[6];
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int activeWeapons[3];
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};
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struct CTether
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{
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char gap_0[8];
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Vector3D pos;
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float health;
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float nextSoundTime;
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float creationTime;
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int scriptID;
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};
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//-----------------------------------------------------------------------------
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// Purpose: This should contain all of the combat entry points / functionality
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@ -20,34 +20,6 @@
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// TODO: Move to separate header file!!
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struct WeaponDropInfo
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{
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Vector3D weaponPosition;
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char prevDropFrameCounter;
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char dropFrameCounter;
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char gap_e[2];
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Vector3D weaponAngles;
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float weaponPositionTime;
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};
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/* 1410 */
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struct WeaponInventory
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{
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char gap_0[8];
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int weapons[9];
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int offhandWeapons[6];
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int activeWeapons[3];
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};
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struct CTether
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{
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char gap_0[8];
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Vector3D pos;
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float health;
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float nextSoundTime;
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float creationTime;
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int scriptID;
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};
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struct ThirdPersonViewData
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{
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char gap_0[8];
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196
r5dev/game/shared/ehandle.h
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196
r5dev/game/shared/ehandle.h
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@ -0,0 +1,196 @@
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//========= Copyright <20> 1996-2005, 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 EHANDLE_H
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#define EHANDLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( _DEBUG ) && defined( GAME_DLL )
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#include "tier0/dbg.h"
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#include "cbase.h"
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#endif
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#include "public/const.h"
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#include "public/basehandle.h"
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//#include "entitylist_base.h"
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class IHandleEntity;
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// -------------------------------------------------------------------------------------------------- //
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// Game-code CBaseHandle implementation.
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// -------------------------------------------------------------------------------------------------- //
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/*
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inline IHandleEntity* CBaseHandle::Get() const
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{
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extern CBaseEntityList *g_pEntityList;
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return g_pEntityList->LookupEntity( *this );
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}
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*/ // !TODO: Obtain ptr.
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// -------------------------------------------------------------------------------------------------- //
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// CHandle.
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//
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// Only safe to use in cases where you can statically verify that T* can safely be reinterpret-casted
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// to IHandleEntity*; that is, that it's derived from IHandleEntity and IHandleEntity is the
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// first base class.
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//
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// Unfortunately some classes are forward-declared and the compiler can't determine at compile time
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// how to static_cast<> them to IHandleEntity.
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// -------------------------------------------------------------------------------------------------- //
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template< class T >
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class CHandle : public CBaseHandle
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{
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public:
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CHandle();
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CHandle( int iEntry, int iSerialNumber );
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/*implicit*/ CHandle( T *pVal );
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/*implicit*/ CHandle( INVALID_EHANDLE_tag );
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// NOTE: The following two constructor functions are not type-safe, and can allow creating a
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// CHandle<T> that doesn't actually point to an object of type T.
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//
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// It is your responsibility to ensure that the target of the handle actually points to the
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// correct type of object before calling these functions.
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static CHandle<T> UnsafeFromBaseHandle( const CBaseHandle& handle );
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// The index should have come from a call to CBaseHandle::ToInt(). If it hasn't, you're in trouble.
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static CHandle<T> UnsafeFromIndex( int index );
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T* Get() const;
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void Set( const T* pVal );
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/*implicit*/ operator T*();
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/*implicit*/ operator T*() const;
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bool operator !() const;
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bool operator==( T *val ) const;
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bool operator!=( T *val ) const;
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CHandle& operator=( const T *val );
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T* operator->() const;
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};
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// ----------------------------------------------------------------------- //
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// Inlines.
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// ----------------------------------------------------------------------- //
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template<class T>
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inline CHandle<T>::CHandle()
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{
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}
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template<class T>
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inline CHandle<T>::CHandle( INVALID_EHANDLE_tag )
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: CBaseHandle( INVALID_EHANDLE )
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{
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}
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template<class T>
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inline CHandle<T>::CHandle( int iEntry, int iSerialNumber )
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{
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Init( iEntry, iSerialNumber );
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}
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template<class T>
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inline CHandle<T>::CHandle( T *pObj )
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: CBaseHandle( INVALID_EHANDLE )
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{
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Set( pObj );
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}
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template<class T>
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inline CHandle<T> CHandle<T>::UnsafeFromBaseHandle( const CBaseHandle &handle )
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{
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CHandle<T> ret;
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ret.m_Index = handle.m_Index;
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return ret;
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}
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template<class T>
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inline CHandle<T> CHandle<T>::UnsafeFromIndex( int index )
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{
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CHandle<T> ret;
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ret.m_Index = index;
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return ret;
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}
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template<class T>
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inline T* CHandle<T>::Get() const
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{
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return (T*)CBaseHandle::Get();
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}
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template<class T>
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inline CHandle<T>::operator T *()
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{
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return Get( );
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}
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template<class T>
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inline CHandle<T>::operator T *() const
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{
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return Get( );
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}
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template<class T>
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inline bool CHandle<T>::operator !() const
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{
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return !Get();
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}
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template<class T>
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inline bool CHandle<T>::operator==( T *val ) const
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{
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return Get() == val;
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}
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template<class T>
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inline bool CHandle<T>::operator!=( T *val ) const
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{
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return Get() != val;
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}
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template<class T>
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void CHandle<T>::Set( const T* pVal )
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{
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// We can't even verify that the class can successfully reinterpret-cast to IHandleEntity*
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// because that will cause this function to fail to compile in Debug in the case of forward-declared
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// pointer types.
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//Assert( reinterpret_cast< const IHandleEntity* >( pVal ) == static_cast< IHandleEntity* >( pVal ) );
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const IHandleEntity* pValInterface = reinterpret_cast<const IHandleEntity*>( pVal );
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CBaseHandle::Set( pValInterface );
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}
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template<class T>
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inline CHandle<T>& CHandle<T>::operator=( const T *val )
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{
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Set( val );
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return *this;
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}
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template<class T>
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T* CHandle<T>::operator -> () const
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{
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return Get();
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}
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// specialization of EnsureValidValue for CHandle<T>
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template<typename T>
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FORCEINLINE void EnsureValidValue( CHandle<T> &x ) { x = INVALID_EHANDLE; }
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#endif // EHANDLE_H
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26
r5dev/game/shared/predictioncopy.h
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26
r5dev/game/shared/predictioncopy.h
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@ -0,0 +1,26 @@
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//====== Copyright <20> 1996-2005, 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 PREDICTIONCOPY_H
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#define PREDICTIONCOPY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ehandle.h"
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#include "public/baseentity.h"
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#if defined( CLIENT_DLL )
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class C_BaseEntity;
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typedef CHandle<C_BaseEntity> EHANDLE;
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#else
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class CBaseEntity;
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typedef CHandle<CBaseEntity> EHANDLE;
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#endif
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#endif // PREDICTIONCOPY_H
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@ -233,7 +233,9 @@
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<ClInclude Include="..\game\client\viewrender.h" />
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<ClInclude Include="..\game\shared\animation.h" />
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<ClInclude Include="..\game\shared\collisionproperty.h" />
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<ClInclude Include="..\game\shared\ehandle.h" />
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<ClInclude Include="..\game\shared\playernet_vars.h" />
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<ClInclude Include="..\game\shared\predictioncopy.h" />
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<ClInclude Include="..\game\shared\shared_classnames.h" />
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<ClInclude Include="..\game\shared\takedamageinfo.h" />
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<ClInclude Include="..\inputsystem\ButtonCode.h" />
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<ClInclude Include="..\game\shared\takedamageinfo.h">
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<Filter>sdk\game\shared</Filter>
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</ClInclude>
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<ClInclude Include="..\game\shared\predictioncopy.h">
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<Filter>sdk\game\shared</Filter>
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</ClInclude>
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<ClInclude Include="..\game\shared\ehandle.h">
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<Filter>sdk\game\shared</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Image Include="..\shared\resource\lockedserver.png">
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<ClInclude Include="..\game\server\playerlocaldata.h" />
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<ClInclude Include="..\game\shared\animation.h" />
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<ClInclude Include="..\game\shared\collisionproperty.h" />
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<ClInclude Include="..\game\shared\ehandle.h" />
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<ClInclude Include="..\game\shared\playernet_vars.h" />
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<ClInclude Include="..\game\shared\predictioncopy.h" />
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<ClInclude Include="..\game\shared\shared_classnames.h" />
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<ClInclude Include="..\game\shared\takedamageinfo.h" />
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<ClInclude Include="..\launcher\IApplication.h" />
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<ClInclude Include="..\game\server\basecombatcharacter.h">
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<Filter>sdk\game\server</Filter>
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</ClInclude>
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<ClInclude Include="..\game\shared\predictioncopy.h">
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<Filter>sdk\game\shared</Filter>
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</ClInclude>
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<ClInclude Include="..\game\shared\ehandle.h">
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<Filter>sdk\game\shared</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\common\opcodes.cpp">
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<ClInclude Include="..\game\shared\ai_utility_shared.h" />
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<ClInclude Include="..\game\shared\animation.h" />
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<ClInclude Include="..\game\shared\collisionproperty.h" />
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<ClInclude Include="..\game\shared\ehandle.h" />
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<ClInclude Include="..\game\shared\playernet_vars.h" />
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<ClInclude Include="..\game\shared\predictioncopy.h" />
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<ClInclude Include="..\game\shared\shared_classnames.h" />
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<ClInclude Include="..\game\shared\takedamageinfo.h" />
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<ClInclude Include="..\inputsystem\ButtonCode.h" />
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<ClInclude Include="..\game\server\basecombatcharacter.h">
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<Filter>sdk\game\server</Filter>
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</ClInclude>
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<ClInclude Include="..\game\shared\predictioncopy.h">
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<Filter>sdk\game\shared</Filter>
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</ClInclude>
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<ClInclude Include="..\game\shared\ehandle.h">
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<Filter>sdk\game\shared</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Image Include="..\shared\resource\lockedserver.png">
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