mirror of
https://github.com/alliedmodders/hl2sdk.git
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187 lines
3.9 KiB
C++
187 lines
3.9 KiB
C++
//========= Copyright © 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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#include "entity2/entitysystem.h"
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#include "entity2/entityinstance.h"
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#include "entityhandle.h"
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// -------------------------------------------------------------------------------------------------- //
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// Game-code CBaseHandle implementation.
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// -------------------------------------------------------------------------------------------------- //
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inline CEntityInstance* CEntityHandle::Get() const
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{
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return GameEntitySystem()->GetEntityInstance( *this );
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}
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inline CEntityHandle CEntityHandle::FromPackedInt( int packed_int_handle )
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{
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if(packed_int_handle == 0xFFFFFF)
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return CEntityHandle();
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CEntityIndex index = packed_int_handle & 0x3FFF;
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auto serial = (packed_int_handle >> 14) & 0x3FF;
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auto entity = GameEntitySystem()->GetEntityInstance( index );
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if(!entity)
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return CEntityHandle();
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auto ent_handle = entity->GetRefEHandle();
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// Since we don't have the full serial part, validate the one we have
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if((ent_handle.GetSerialNumber() & 0x3FF) != serial)
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return CEntityHandle();
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return ent_handle;
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}
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// -------------------------------------------------------------------------------------------------- //
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// CHandle.
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// -------------------------------------------------------------------------------------------------- //
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template< class T >
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class CHandle : public CEntityHandle
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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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CHandle( const CBaseHandle &handle );
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CHandle( T *pVal );
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// The index should have come from a call to ToInt(). If it hasn't, you're in trouble.
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static CHandle<T> FromIndex( int index );
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T* Get() const;
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void Set( const T* pVal );
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operator T*();
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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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const CBaseHandle& operator=( const T *val );
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const CBaseHandle& operator=( const CBaseHandle &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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CHandle<T>::CHandle()
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{
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}
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template<class T>
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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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CHandle<T>::CHandle( const CBaseHandle &handle )
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: CBaseHandle( handle )
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{
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}
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template<class T>
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CHandle<T>::CHandle( T *pObj )
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{
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Term();
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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>::FromIndex( 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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CBaseHandle::Set(pVal);
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}
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template<class T>
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inline const CBaseHandle& 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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inline const CBaseHandle &CHandle<T>::operator=( const CBaseHandle &val )
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{
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Init( val.GetEntryIndex(), val.GetSerialNumber() );
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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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#endif // EHANDLE_H
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