Updated the SDK with the latest code from the TF and HL2 branches.

This commit is contained in:
Michael Sartain
2014-10-02 08:25:55 -07:00
parent 56accfdb9c
commit 55ed12f8d1
767 changed files with 119642 additions and 122204 deletions
+16 -2
View File
@@ -58,6 +58,7 @@ class C_BaseCombatCharacter;
class CEntityMapData;
class ConVar;
class CDmgAccumulator;
class IHasAttributes;
struct CSoundParameters;
@@ -335,6 +336,7 @@ public:
// save out interpolated values
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void OnDataUnchangedInPVS();
virtual void ValidateModelIndex( void );
@@ -516,6 +518,7 @@ public:
// Used when the collision prop is told to ask game code for the world-space surrounding box
virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
virtual float GetHealthBarHeightOffset() const { return 0.f; }
// Returns the entity-to-world transform
matrix3x4_t &EntityToWorldTransform();
@@ -686,7 +689,7 @@ public:
virtual bool ShouldDraw();
inline bool IsVisible() const { return m_hRender != INVALID_CLIENT_RENDER_HANDLE; }
void UpdateVisibility();
virtual void UpdateVisibility();
// Returns true if the entity changes its position every frame on the server but it doesn't
// set animtime. In that case, the client returns true here so it copies the server time to
@@ -743,7 +746,8 @@ public:
virtual void SetHealth(int iHealth) {}
virtual int GetHealth() const { return 0; }
virtual int GetMaxHealth() const { return 1; }
virtual bool IsVisibleToTargetID( void ) { return false; }
virtual bool IsVisibleToTargetID( void ) const { return false; }
virtual bool IsHealthBarVisible( void ) const { return false; }
// Returns the health fraction
float HealthFraction() const;
@@ -1172,7 +1176,17 @@ public:
// Sets the origin + angles to match the last position received
void MoveToLastReceivedPosition( bool force = false );
// Return the IHasAttributes interface for this base entity. Removes the need for:
// dynamic_cast< IHasAttributes * >( pEntity );
// Which is remarkably slow.
// GetAttribInterface( CBaseEntity *pEntity ) in attribute_manager.h uses
// this function, tests for NULL, and Asserts m_pAttributes == dynamic_cast.
inline IHasAttributes *GetHasAttributesInterfacePtr() const { return m_pAttributes; }
protected:
// NOTE: m_pAttributes needs to be set in the leaf class constructor.
IHasAttributes *m_pAttributes;
// Only meant to be called from subclasses
void DestroyModelInstance();