source-sdk-2013-mapbase/sp/src/game/server/eventqueue.h
samisalreadytaken bf182e1c5d vscript additions and fixes:
baseentity_shared.cpp
baseentity.cpp
c_baseentity.h
c_baseentity.cpp
c_world.h
   - Fixed critical ScriptSetContextThink bugs
   - Added C_BaseEntity::SetContextThink (ScriptSetContextThink)
   - Added C_BaseEntity::SetSize
   - Added C_BaseEntity::SetModel
   - Added C_BaseEntity::Destroy

baseentity.h
baseentity.cpp
   - Removed duplicate functions ScriptSetSize and ScriptUtilRemove

player.cpp
   - Moved player script instance registration before player_spawn event

vscript_server.cpp
   - Added CEntities::FindByClassNearestFacing

vscript_funcs_shared.cpp
   - Added GetFrameCount
   - Added IntervalPerTick

vscript_singletons.cpp
   - Better game event descriptors for CScriptGameEventListener
   - Added ::effects (CEffectsScriptHelper)
   - Added ::Convars (CScriptConvarAccessor)

vscript_shared.cpp
   - Fixed clientside entity printing in script VM

mapbase_con_groups.h
mapbase_con_groups.cpp
   - Improved performance by changing string comparisons to direct array access

vscript_bindings_base.h
vscript_bindings_base.cpp
   - Added CScriptKeyValues::SubKeysToTable

vscript_bindings_math.cpp
   - Added ::SimpleSplineRemapVal
   - Added ::SimpleSplineRemapValClamped
   - Added ::Bias
   - Added ::Gain
   - Added ::SmoothCurve
   - Added ::SmoothCurve_Tweak
   - Added ::ExponentialDecay

vscript_squirrel.nut
   - Added ::Lerp
   - Added ::FLerp
   - Added ::SimpleSpline

vscript_squirrel.cpp
   - Added Vector::_unm
   - Added Vector::Set
   - Added Vector::Add
   - Added Vector::Subtract
   - Added Vector::Multiply
   - Added Vector::Divide
   - Added Vector::DistTo
   - Added Vector::DistToSqr
   - Added Vector::IsEqualTo
   - Added Vector::WithinAABox
   - Added Vector::FromKVString
   - Changed vector print syntax
2021-03-06 02:04:55 +02:00

95 lines
2.9 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A global class that holds a prioritized queue of entity I/O events.
// Events can be posted with a nonzero delay, which determines how long
// they are held before being dispatched to their recipients.
//
// The queue is serviced once per server frame.
//
//=============================================================================//
#ifndef EVENTQUEUE_H
#define EVENTQUEUE_H
#ifdef _WIN32
#pragma once
#endif
#include "mempool.h"
struct EventQueuePrioritizedEvent_t
{
float m_flFireTime;
string_t m_iTarget;
string_t m_iTargetInput;
EHANDLE m_pActivator;
EHANDLE m_pCaller;
int m_iOutputID;
EHANDLE m_pEntTarget; // a pointer to the entity to target; overrides m_iTarget
variant_t m_VariantValue; // variable-type parameter
EventQueuePrioritizedEvent_t *m_pNext;
EventQueuePrioritizedEvent_t *m_pPrev;
DECLARE_SIMPLE_DATADESC();
DECLARE_FIXEDSIZE_ALLOCATOR( PrioritizedEvent_t );
};
class CEventQueue
{
public:
// pushes an event into the queue, targeting a string name (m_iName), or directly by a pointer
#ifdef MAPBASE_VSCRIPT
int AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
int AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
#else
void AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
void AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
#endif
void AddEvent( CBaseEntity *target, const char *action, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
void CancelEvents( CBaseEntity *pCaller );
void CancelEventOn( CBaseEntity *pTarget, const char *sInputName );
bool HasEventPending( CBaseEntity *pTarget, const char *sInputName );
// services the queue, firing off any events who's time hath come
void ServiceEvents( void );
// debugging
void ValidateQueue( void );
// serialization
int Save( ISave &save );
int Restore( IRestore &restore );
CEventQueue();
~CEventQueue();
void Init( void );
void Clear( void ); // resets the list
void Dump( void );
#ifdef MAPBASE_VSCRIPT
void CancelEventsByInput( CBaseEntity *pTarget, const char *szInput );
bool RemoveEvent( int event );
float GetTimeLeft( int event );
#endif // MAPBASE_VSCRIPT
private:
void AddEvent( EventQueuePrioritizedEvent_t *event );
void RemoveEvent( EventQueuePrioritizedEvent_t *pe );
DECLARE_SIMPLE_DATADESC();
EventQueuePrioritizedEvent_t m_Events;
int m_iListCount;
};
extern CEventQueue g_EventQueue;
#endif // EVENTQUEUE_H