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Added original SDK code for Alien Swarm.
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83
game/server/eventqueue.h
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83
game/server/eventqueue.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A global class that holds a prioritized queue of entity I/O events.
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// Events can be posted with a nonzero delay, which determines how long
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// they are held before being dispatched to their recipients.
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//
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// The queue is serviced once per server frame.
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//
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//=============================================================================//
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#ifndef EVENTQUEUE_H
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#define EVENTQUEUE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mempool.h"
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struct EventQueuePrioritizedEvent_t
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{
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float m_flFireTime;
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string_t m_iTarget;
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string_t m_iTargetInput;
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EHANDLE m_pActivator;
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EHANDLE m_pCaller;
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int m_iOutputID;
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EHANDLE m_pEntTarget; // a pointer to the entity to target; overrides m_iTarget
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variant_t m_VariantValue; // variable-type parameter
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EventQueuePrioritizedEvent_t *m_pNext;
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EventQueuePrioritizedEvent_t *m_pPrev;
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DECLARE_SIMPLE_DATADESC();
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DECLARE_FIXEDSIZE_ALLOCATOR( PrioritizedEvent_t );
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};
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class CEventQueue
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{
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public:
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// pushes an event into the queue, targeting a string name (m_iName), or directly by a pointer
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void AddEvent( const char *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
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void AddEvent( CBaseEntity *target, const char *action, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
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void AddEvent( CBaseEntity *target, const char *action, variant_t Value, float fireDelay, CBaseEntity *pActivator, CBaseEntity *pCaller, int outputID = 0 );
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void CancelEvents( CBaseEntity *pCaller );
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void CancelEventOn( CBaseEntity *pTarget, const char *sInputName );
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bool HasEventPending( CBaseEntity *pTarget, const char *sInputName );
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// services the queue, firing off any events who's time hath come
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void ServiceEvents( void );
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// debugging
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void ValidateQueue( void );
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// serialization
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int Save( ISave &save );
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int Restore( IRestore &restore );
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CEventQueue();
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~CEventQueue();
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void Init( void );
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void Clear( void ); // resets the list
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void Dump( void );
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private:
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void AddEvent( EventQueuePrioritizedEvent_t *event );
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void RemoveEvent( EventQueuePrioritizedEvent_t *pe );
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DECLARE_SIMPLE_DATADESC();
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EventQueuePrioritizedEvent_t m_Events;
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int m_iListCount;
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};
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extern CEventQueue g_EventQueue;
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#endif // EVENTQUEUE_H
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