//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============// // // Purpose: Definition of the info_remarkable entity. // This entity is a quick and dirty hack to provide writers // with some kind of object that characters can remark upon. // It is not performant, because it relies upon each character // polling over each of these for visibility. A better approach // will be an object that is notified by the engine when it is within // a character's view. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "inforemarkable.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" /// A global list of entities that can be remarked upon. /// @todo This is an awful, brute force solution. Fix it. class CRemarkableEntityList : public CAutoGameSystem { public: CRemarkableEntityList( char const *name ) : CAutoGameSystem( name ) {} virtual void LevelShutdownPostEntity() { m_list.Purge(); } void AddEntity( CInfoRemarkable *pItem ) { m_list.AddToTail( pItem ); } void RemoveEntity( CInfoRemarkable *pItem ) { m_list.FindAndRemove( pItem ); } CUtlLinkedList< CInfoRemarkable * > m_list; }; CRemarkableEntityList g_RemarkableList( "CRemarkableEntityList" ); CUtlLinkedList< CInfoRemarkable * > *CInfoRemarkable::GetListOfAllThatIsRemarkable( void ) { return &g_RemarkableList.m_list; } CInfoRemarkable::~CInfoRemarkable() { g_RemarkableList.RemoveEntity( this ); } void CInfoRemarkable::Spawn( void ) { g_RemarkableList.AddEntity(this); m_iTimesRemarkedUpon = 0; } //-------------------------------------------------------------------------------------------------------- LINK_ENTITY_TO_CLASS( info_remarkable, CInfoRemarkable ); //-------------------------------------------------------------------------------------------------------- BEGIN_DATADESC( CInfoRemarkable ) DEFINE_KEYFIELD( m_szRemarkContext, FIELD_STRING, "contextsubject" ), END_DATADESC()