//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Core Temp Entity client implementation. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "c_basetempentity.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IMPLEMENT_CLIENTCLASS(C_BaseTempEntity, DT_BaseTempEntity, CBaseTempEntity); BEGIN_RECV_TABLE_NOBASE(C_BaseTempEntity, DT_BaseTempEntity) END_RECV_TABLE() // Global list of temp entity classes C_BaseTempEntity *C_BaseTempEntity::s_pTempEntities = NULL; // Global list of dynamic temp entities C_BaseTempEntity *C_BaseTempEntity::s_pDynamicEntities = NULL; //----------------------------------------------------------------------------- // Purpose: Returns head of list // Output : CBaseTempEntity * -- head of list //----------------------------------------------------------------------------- C_BaseTempEntity *C_BaseTempEntity::GetDynamicList( void ) { return s_pDynamicEntities; } //----------------------------------------------------------------------------- // Purpose: Returns head of list // Output : CBaseTempEntity * -- head of list //----------------------------------------------------------------------------- C_BaseTempEntity *C_BaseTempEntity::GetList( void ) { return s_pTempEntities; } //----------------------------------------------------------------------------- // Purpose: // Output : //----------------------------------------------------------------------------- C_BaseTempEntity::C_BaseTempEntity( void ) { // Add to list m_pNext = s_pTempEntities; s_pTempEntities = this; m_pNextDynamic = NULL; } //----------------------------------------------------------------------------- // Purpose: // Output : //----------------------------------------------------------------------------- C_BaseTempEntity::~C_BaseTempEntity( void ) { } //----------------------------------------------------------------------------- // Purpose: Get next temp ent in chain // Output : CBaseTempEntity * //----------------------------------------------------------------------------- C_BaseTempEntity *C_BaseTempEntity::GetNext( void ) { return m_pNext; } //----------------------------------------------------------------------------- // Purpose: Get next temp ent in chain // Output : CBaseTempEntity * //----------------------------------------------------------------------------- C_BaseTempEntity *C_BaseTempEntity::GetNextDynamic( void ) { return m_pNextDynamic; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseTempEntity::Precache( void ) { // Nothing... } //----------------------------------------------------------------------------- // Purpose: Called at startup to allow temp entities to precache any models/sounds that they need //----------------------------------------------------------------------------- void C_BaseTempEntity::PrecacheTempEnts( void ) { C_BaseTempEntity *te = GetList(); while ( te ) { te->Precache(); te = te->GetNext(); } } //----------------------------------------------------------------------------- // Purpose: Called at startup and level load to clear out leftover temp entities //----------------------------------------------------------------------------- void C_BaseTempEntity::ClearDynamicTempEnts( void ) { C_BaseTempEntity *next; C_BaseTempEntity *te = s_pDynamicEntities; while ( te ) { next = te->GetNextDynamic(); delete te; te = next; } s_pDynamicEntities = NULL; } //----------------------------------------------------------------------------- // Purpose: Called at startup and level load to clear out leftover temp entities //----------------------------------------------------------------------------- void C_BaseTempEntity::CheckDynamicTempEnts( void ) { C_BaseTempEntity *next, *newlist = NULL; C_BaseTempEntity *te = s_pDynamicEntities; while ( te ) { next = te->GetNextDynamic(); if ( te->ShouldDestroy() ) { delete te; } else { te->m_pNextDynamic = newlist; newlist = te; } te = next; } s_pDynamicEntities = newlist; } //----------------------------------------------------------------------------- // Purpose: Dynamic/non-singleton temp entities are initialized by // calling into here. They should be added to a list of C_BaseTempEntities so // that their memory can be deallocated appropriately. // Input : *pEnt - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool C_BaseTempEntity::Init( int entnum, int iSerialNum ) { if ( entnum != -1 ) { Assert( 0 ); } // Link into dynamic entity list m_pNextDynamic = s_pDynamicEntities; s_pDynamicEntities = this; return true; } void C_BaseTempEntity::Release() { Assert( !"C_BaseTempEntity::Release should never be called" ); } void C_BaseTempEntity::NotifyShouldTransmit( ShouldTransmitState_t state ) { } //----------------------------------------------------------------------------- // Purpose: // Input : bool - //----------------------------------------------------------------------------- void C_BaseTempEntity::PreDataUpdate( DataUpdateType_t updateType ) { // TE's may or may not implement this } int C_BaseTempEntity::entindex( void ) const { Assert( 0 ); return 0; } void C_BaseTempEntity::PostDataUpdate( DataUpdateType_t updateType ) { Assert( 0 ); } void C_BaseTempEntity::OnPreDataChanged( DataUpdateType_t updateType ) { Assert( 0 ); } void C_BaseTempEntity::OnDataChanged( DataUpdateType_t updateType ) { Assert( 0 ); } void C_BaseTempEntity::SetDormant( bool bDormant ) { Assert( 0 ); } bool C_BaseTempEntity::IsDormant( void ) { Assert( 0 ); return false; }; void C_BaseTempEntity::ReceiveMessage( int classID, bf_read &msg ) { Assert( 0 ); } void C_BaseTempEntity::SetDestroyedOnRecreateEntities( void ) { Assert(0); } void* C_BaseTempEntity::GetDataTableBasePtr() { return this; }