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Add CEntityKeyValues IO accessors (#216)
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@ -187,6 +187,14 @@ void CEntityKeyValues::AddConnectionDesc(
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desc->m_nTimesToFire = nTimesToFire;
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desc->m_nTimesToFire = nTimesToFire;
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}
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}
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void CEntityKeyValues::RemoveConnectionDesc( int nDesc )
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{
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if (m_nQueuedForSpawnCount > 0)
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return;
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m_connectionDescs.Remove( nDesc );
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}
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void CEntityKeyValues::CopyFrom( const CEntityKeyValues* pSrc, bool bRemoveAllKeys, bool bSkipEHandles )
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void CEntityKeyValues::CopyFrom( const CEntityKeyValues* pSrc, bool bRemoveAllKeys, bool bSkipEHandles )
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{
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{
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if ( bRemoveAllKeys )
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if ( bRemoveAllKeys )
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@ -105,6 +105,11 @@ public:
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float flDelay,
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float flDelay,
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int32 nTimesToFire );
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int32 nTimesToFire );
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void RemoveConnectionDesc( int nDesc );
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EntityIOConnectionDescFat_t* GetConnectionDesc( int nDesc ) { return &m_connectionDescs[nDesc]; }
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int GetNumConnectionDescs() const { return m_connectionDescs.Count(); }
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void CopyFrom( const CEntityKeyValues* pSrc, bool bRemoveAllKeys = false, bool bSkipEHandles = false );
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void CopyFrom( const CEntityKeyValues* pSrc, bool bRemoveAllKeys = false, bool bSkipEHandles = false );
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void RemoveKeyValue( const EntityKeyId_t &id );
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void RemoveKeyValue( const EntityKeyId_t &id );
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void RemoveAllKeys();
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void RemoveAllKeys();
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