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Files
hl2sdk/entity2/entitysystem.cpp
zer0.k 7931af02fa Implement CEntityHandle & CEntitySystem (#134)
Add CConcreteEntityList, CEntityComponent, CScriptComponent, CGameEntitySystem, rewrite IHandleEntity to use CEntityHandle instead of CBaseHandle, update NUM_SERIAL_NUM_BITS, comment out old CBaseEntity, obsolete basehandle.h
2023-09-30 15:49:35 +03:00

40 lines
1.1 KiB
C++

#include "const.h"
#include "entity2/entitysystem.h"
CBaseEntity* CEntitySystem::GetBaseEntity(CEntityIndex entnum)
{
if (entnum.Get() <= -1 || entnum.Get() >= (MAX_TOTAL_ENTITIES - 1))
return nullptr;
CEntityIdentity* pChunkToUse = m_EntityList.m_pIdentityChunks[entnum.Get() / MAX_ENTITIES_IN_LIST];
if (!pChunkToUse)
return nullptr;
CEntityIdentity* pIdentity = &pChunkToUse[entnum.Get() % MAX_ENTITIES_IN_LIST];
if (!pIdentity)
return nullptr;
if (pIdentity->m_EHandle.GetEntryIndex() != entnum.Get())
return nullptr;
return dynamic_cast<CBaseEntity*>(pIdentity->m_pInstance);
}
CBaseEntity* CEntitySystem::GetBaseEntity(const CEntityHandle& hEnt)
{
if (!hEnt.IsValid())
return nullptr;
CEntityIdentity* pChunkToUse = m_EntityList.m_pIdentityChunks[hEnt.GetEntryIndex() / MAX_ENTITIES_IN_LIST];
if (!pChunkToUse)
return nullptr;
CEntityIdentity* pIdentity = &pChunkToUse[hEnt.GetEntryIndex() % MAX_ENTITIES_IN_LIST];
if (!pIdentity)
return nullptr;
if (pIdentity->m_EHandle != hEnt)
return nullptr;
return dynamic_cast<CBaseEntity*>(pIdentity->m_pInstance);
}