to avoid confusing the compiler (...). Renamed ReadEntity() to ReceiveEntity().
50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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class CBaseEntity
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{
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#ifdef GS_RENDERFX
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int m_iRenderFX;
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float m_iRenderMode;
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float m_flRenderAmt;
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vector m_vecRenderColor;
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#endif
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int m_iBody;
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float m_flSentenceTime;
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sound_t *m_pSentenceQue;
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int m_iSentenceCount;
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int m_iSentencePos;
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/* model events */
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float m_flBaseTime;
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void(void) CBaseEntity;
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virtual void(void) Init;
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virtual void(void) Initialized;
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virtual void(string, string) SpawnKey;
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virtual void(string) Sentence;
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virtual void(void) ProcessWordQue;
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virtual void(float flChanged) ReceiveEntity;
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virtual float(void) predraw;
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virtual void(void) postdraw;
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virtual void(void) customphysics;
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virtual void(float, int, string) ModelEvent;
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#ifdef GS_RENDERFX
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virtual void(void) RenderFXPass;
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#endif
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};
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