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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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148
public/server_class.h
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148
public/server_class.h
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//========= Copyright <20> 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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//=============================================================================//
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#ifndef SERVER_CLASS_H
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#define SERVER_CLASS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/dbg.h"
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#include "dt_send.h"
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#include "networkstringtabledefs.h"
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class ServerClass;
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class SendTable;
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extern ServerClass *g_pServerClassHead;
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class ServerClass
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{
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public:
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ServerClass( char *pNetworkName, SendTable *pTable )
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{
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m_pNetworkName = pNetworkName;
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m_pTable = pTable;
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m_InstanceBaselineIndex = INVALID_STRING_INDEX;
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// g_pServerClassHead is sorted alphabetically, so find the correct place to insert
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if ( !g_pServerClassHead )
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{
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g_pServerClassHead = this;
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m_pNext = NULL;
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}
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else
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{
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ServerClass *p1 = g_pServerClassHead;
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ServerClass *p2 = p1->m_pNext;
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// Comment from Alfred on 7/2/2004 6:43:24 PM in CL 91253, //ValveGames/main/src/public/server_class.h#18:
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// ---> use _stricmp because Q_stricmp isn't hooked up properly yet
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// [Sergiy, 10/19/2009] hooking up V_stricmp
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if ( V_stricmp( p1->GetName(), pNetworkName ) > 0)
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{
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m_pNext = g_pServerClassHead;
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g_pServerClassHead = this;
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p1 = NULL;
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}
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while( p1 )
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{
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if ( p2 == NULL || V_stricmp( p2->GetName(), pNetworkName ) > 0)
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{
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m_pNext = p2;
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p1->m_pNext = this;
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break;
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}
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p1 = p2;
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p2 = p2->m_pNext;
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}
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}
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}
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const char* GetName() { return m_pNetworkName; }
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public:
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char *m_pNetworkName;
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SendTable *m_pTable;
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ServerClass *m_pNext;
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int m_ClassID; // Managed by the engine.
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// This is an index into the network string table (sv.GetInstanceBaselineTable()).
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int m_InstanceBaselineIndex; // INVALID_STRING_INDEX if not initialized yet.
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};
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class CBaseNetworkable;
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// If you do a DECLARE_SERVERCLASS, you need to do this inside the class definition.
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#define DECLARE_SERVERCLASS() \
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public: \
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virtual ServerClass* GetServerClass(); \
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static SendTable *m_pClassSendTable; \
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template <typename T> friend int ServerClassInit(T *); \
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virtual int YouForgotToImplementOrDeclareServerClass(); \
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#define DECLARE_SERVERCLASS_NOBASE() \
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public: \
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template <typename T> friend int ServerClassInit(T *); \
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// Use this macro to expose your class's data across the network.
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#define IMPLEMENT_SERVERCLASS( DLLClassName, sendTable ) \
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IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )
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// You can use this instead of BEGIN_SEND_TABLE and it will do a DECLARE_SERVERCLASS automatically.
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#define IMPLEMENT_SERVERCLASS_ST(DLLClassName, sendTable) \
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IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )\
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BEGIN_SEND_TABLE(DLLClassName, sendTable)
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#define IMPLEMENT_SERVERCLASS_ST_NOBASE(DLLClassName, sendTable) \
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IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable )\
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BEGIN_SEND_TABLE_NOBASE( DLLClassName, sendTable )
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#ifdef VALIDATE_DECLARE_CLASS
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#define CHECK_DECLARE_CLASS( DLLClassName, sendTable ) \
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template <typename T> int CheckDeclareClass_Access(T *); \
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template <> int CheckDeclareClass_Access<sendTable::ignored>(sendTable::ignored *, const char *pIgnored) \
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{ \
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return DLLClassName::CheckDeclareClass( #DLLClassName ); \
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} \
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namespace sendTable \
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{ \
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int verifyDeclareClass = CheckDeclareClass_Access( (sendTable::ignored*)0 ); \
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}
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#else
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#define CHECK_DECLARE_CLASS( DLLClassName, sendTable )
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#endif
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#define IMPLEMENT_SERVERCLASS_INTERNAL( DLLClassName, sendTable ) \
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namespace sendTable \
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{ \
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struct ignored; \
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extern SendTable g_SendTable; \
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} \
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CHECK_DECLARE_CLASS( DLLClassName, sendTable ) \
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static ServerClass g_##DLLClassName##_ClassReg(\
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#DLLClassName, \
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&sendTable::g_SendTable\
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); \
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\
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ServerClass* DLLClassName::GetServerClass() {return &g_##DLLClassName##_ClassReg;} \
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SendTable *DLLClassName::m_pClassSendTable = &sendTable::g_SendTable;\
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int DLLClassName::YouForgotToImplementOrDeclareServerClass() {return 0;}
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#endif
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