//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "gameinterface.h"
#include "mapentities.h"
#include "hl2mp_gameinterface.h"
#include "utllinkedlist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs;
void CServerGameClients::GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers ) const
{
minplayers = defaultMaxPlayers = 2;
maxplayers = 16;
}
// -------------------------------------------------------------------------------------------- //
// Mod-specific CServerGameDLL implementation.
// -------------------------------------------------------------------------------------------- //
class CHL2MPMapLoadEntityFilter : public IMapEntityFilter
{
public:
virtual bool ShouldCreateEntity( const char *pClassname )
{
// During map load, create all the entities.
return true;
}
virtual CBaseEntity* CreateNextEntity( const char *pClassname )
{
CBaseEntity *pRet = CreateEntityByName( pClassname );
CMapEntityRef ref;
ref.m_iEdict = -1;
ref.m_iSerialNumber = -1;
if ( pRet )
{
ref.m_iEdict = pRet->entindex();
if ( pRet->edict() )
ref.m_iSerialNumber = pRet->edict()->m_NetworkSerialNumber;
}
g_MapEntityRefs.AddToTail( ref );
return pRet;
}
};
void CServerGameDLL::LevelInit_ParseAllEntities( const char *pMapEntities )
{
g_MapEntityRefs.Purge();
CHL2MPMapLoadEntityFilter filter;
MapEntity_ParseAllEntities( pMapEntities, &filter );
}
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
|