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engine/changeframelist.h
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56
engine/changeframelist.h
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//========= Copyright 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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#ifndef CHANGEFRAMELIST_H
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#define CHANGEFRAMELIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "bitbuf.h"
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// This class holds the last tick (from host_tickcount) that each property in
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// a datatable changed at.
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//
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// It provides fast access to a list of properties that changed within a certain frame range.
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//
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// These are created once per entity per frame. Since usually a very small percentage of an
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// entity's properties actually change each frame, this allows you to get a small set of
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// properties to delta for each client.
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abstract_class IChangeFrameList
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{
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public:
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// Call this to delete the object.
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virtual void Release() = 0;
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// This just returns the value you passed into AllocChangeFrameList().
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virtual int GetNumProps() = 0;
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// Sets the change frames for the specified properties to iFrame.
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virtual void SetChangeTick( const int *pPropIndices, int nPropIndices, const int iTick ) = 0;
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// Get a list of all properties with a change frame > iFrame.
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virtual int GetPropsChangedAfterTick( int iTick, int *iOutProps, int nMaxOutProps ) = 0;
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virtual IChangeFrameList* Copy() = 0; // return a copy of itself
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protected:
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// Use Release to delete these.
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virtual ~IChangeFrameList() {}
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};
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// Call to initialize. Pass in the number of properties this CChangeFrameList will hold.
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// All properties will be initialized to iCurFrame.
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IChangeFrameList* AllocChangeFrameList( int nProperties, int iCurFrame );
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#endif // CHANGEFRAMELIST_H
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