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