// ObjectRev.h: interface for the CObjectRev class. // ////////////////////////////////////////////////////////////////////// #if !defined(AFX_OBJECTREV_H__0A3069DB_6F7D_42AB_822C_5FE5F0C2C934__INCLUDED_) #define AFX_OBJECTREV_H__0A3069DB_6F7D_42AB_822C_5FE5F0C2C934__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #ifndef ERROR_H #include "error.h" #define ERROR_H #endif #include "FileLogCache.h" #include "clientluser.h" #include "extdll.h" #include "vector.h" #include "decals.h" #ifndef UTIL_H #include "util.h" #endif #include "cbase.h" #include "monsters.h" #include "weapons.h" #ifndef NO_NODE #include "nodes.h" #endif #include "player.h" #ifndef MAX_WORLD_SOUNDS #include "soundent.h" #endif #include "shake.h" #include "gamerules.h" class CObjectRev : public CBaseEntity { public: CObjectRev(); // virtual ~CObjectRev(); void Spawn ( ); void Precache ( ); void Think ( ); void Touch(CBaseEntity*); void Long (CBasePlayer*); void Expand (CBasePlayer*); int BeamSprite; CBaseEntity* parent; StrBuf filerev; FileRev* revobj; CBaseEntity* from; CBaseEntity* next; short type; short red; short green; short blue; short bright; }; #endif // !defined(AFX_OBJECTREV_H__0A3069DB_6F7D_42AB_822C_5FE5F0C2C934__INCLUDED_)
# | Change | User | Description | Committed | |
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#8 | 1689 | Sam Stafford |
Integrate 02.1 API and code cleanup to P4HL. Lots of work. Phew. |
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#7 | 1450 | Sam Stafford |
Major performance improvement - use one ClientApi connection for all filelogs. Improves querying time about tenfold on large requests! Had to move client->Final() to the constructor to ensure that connection is cleaned up promptly and doesn't hang things up. |
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#6 | 1405 | Sam Stafford |
Phew - this was a big one! New functionality: The rare case in which a revision has multiple parents, due to multiple resolves before submit, is now handled properly. There is no limit on the number of "parents" a revision may have. Integration lines are now always "weighted" to indicate whether they contributed all, some, or none to the target. For example, a "branch" line will be very solid and wide, whereas an "ignore" will be thin and faint. Rearchitecture: Now using low-cost structs to keep track of integration information. Also being just a little more efficient with scanning through large data structures. Quite a bit of general code bloat trimmed off now that some of the kludges are gone. Possible problems: Not sure yet, but it might happen that "duplicate" integration pointers will be created, now that it's not a single variable which would get overwritten in the event of a duplicate. to-do: Trim off obsolete member variables. Use more enums and fewer #defs. |
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#5 | 1397 | Sam Stafford |
Added CObjectRevArrow struct, the CObjectRev's counterpart to the FileRevArrow - this is what will end up determining how a laser beam gets rendered. |
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#4 | 1004 | Sam Stafford |
Different file types are now treated differently - the ObjectFiles have different skins depending on file type of the head rev, and non-text revisions will not attempt to display their contents when expanded. Possible bug: old-style filetypes might be detected wrong (ie "ktext" instead of "text+k"). I'd have to put in some pretty complex logic to make it completely foolproof and backwards-compatible. Right now it just errs on the side of thinking a file is text if there's any confusion. |
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#3 | 1003 | Sam Stafford |
Different file types now displayed differently. Also flipped around the file model so that its text doesn't look backwards any more. |
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#2 | 991 | Sam Stafford |
Tweaks to display of ObjectRevs: 1) Random variation in their height. This is intended to make overlapping lasers less common. 2) The "main" revisions are now connected by brighter white beams in order to make it obvious which file is the one we asked about. |
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#1 | 937 | Sam Stafford |
Renaming my guest directory to the more conventional sam_stafford. |
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//guest/samwise/p4hl/src/dlls/ObjectRev.h | |||||
#1 | 936 | Sam Stafford |
Adding P4HL to the public depot. See relnotes.txt for installation instructions; all relevant files are under p4hl/dist. Source code is under p4hl/src in the form of a VC++ project. |