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hl2sdk/public/entity2/concreteentitylist.h
zer0.k 7931af02fa
Implement CEntityHandle & CEntitySystem (#134)
Add CConcreteEntityList, CEntityComponent, CScriptComponent, CGameEntitySystem, rewrite IHandleEntity to use CEntityHandle instead of CBaseHandle, update NUM_SERIAL_NUM_BITS, comment out old CBaseEntity, obsolete basehandle.h
2023-09-30 15:49:35 +03:00

27 lines
708 B
C++

#ifndef CONCRETEENTITYLIST_H
#define CONCRETEENTITYLIST_H
#include "entityidentity.h"
class CConcreteEntityList
{
struct CList
{
CEntityIdentity* m_pHead;
CEntityIdentity* m_pTail;
uint64 unk;
};
public:
CEntityIdentity* m_pIdentityChunks[MAX_ENTITY_LISTS];
CEntityIdentity* m_pFirstActiveEntity; // 512
CConcreteEntityList::CList m_usedList; // 520
CConcreteEntityList::CList m_dormantList; // 544
CConcreteEntityList::CList m_freeNetworkableList; // 568
CConcreteEntityList::CList m_freeNonNetworkableList; // 592
uint32 m_nNetworkableEntityLimit; // 0x268
uint32 m_nNonNetworkableEntityLimit; // 0x26c
uint32 m_nMaxPlayers;
CBitVec<16384> m_PVSBits;
};
#endif // CONCRETEENTITYLIST_H