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/** |
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* vim: set ts=4 : |
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* ============================================================================= |
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* SourceMod |
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* Copyright (C) 2004-2007 AlliedModders LLC. All rights reserved. |
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* ============================================================================= |
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* |
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* This program is free software; you can redistribute it and/or modify it under |
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* the terms of the GNU General Public License, version 3.0, as published by the |
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* Free Software Foundation. |
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* |
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* This program is distributed in the hope that it will be useful, but WITHOUT |
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more |
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* details. |
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* |
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* You should have received a copy of the GNU General Public License along with |
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* this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* As a special exception, AlliedModders LLC gives you permission to link the |
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* code of this program (as well as its derivative works) to "Half-Life 2," the |
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software |
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* by the Valve Corporation. You must obey the GNU General Public License in |
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* all respects for all other code used. Additionally, AlliedModders LLC grants |
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* this exception to all derivative works. AlliedModders LLC defines further |
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), |
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* or <http://www.sourcemod.net/license.php>. |
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* |
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* Version: $Id$ |
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*/ |
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#ifndef _INCLUDE_SOURCEMOD_CTIMERSYS_H_ |
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#define _INCLUDE_SOURCEMOD_CTIMERSYS_H_ |
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#include "ShareSys.h" |
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#include <ITimerSystem.h> |
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#include <sh_stack.h> |
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#include <sh_list.h> |
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#include "sourcemm_api.h" |
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using namespace SourceHook; |
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using namespace SourceMod; |
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typedef List<ITimer *> TimerList; |
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typedef List<ITimer *>::iterator TimerIter; |
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class SourceMod::ITimer |
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{ |
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public: |
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void Initialize(ITimedEvent *pCallbacks, float fInterval, float fToExec, void *pData, int flags); |
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ITimedEvent *m_Listener; |
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void *m_pData; |
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float m_Interval; |
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float m_ToExec; |
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int m_Flags; |
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bool m_InExec; |
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bool m_KillMe; |
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}; |
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class TimerSystem : |
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public ITimerSystem, |
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public SMGlobalClass |
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{ |
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public: |
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TimerSystem(); |
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~TimerSystem(); |
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public: //SMGlobalClass |
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void OnSourceModAllInitialized(); |
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void OnSourceModLevelChange(const char *mapName); |
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void OnSourceModLevelEnd(); |
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void OnSourceModGameInitialized(); |
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void OnSourceModShutdown(); |
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public: //ITimerSystem |
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ITimer *CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags); |
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void KillTimer(ITimer *pTimer); |
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void FireTimerOnce(ITimer *pTimer, bool delayExec=false); |
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void MapTimeLeftChanged(); |
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IMapTimer *SetMapTimer(IMapTimer *pTimer); |
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float GetTickedTime(); |
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void NotifyOfGameStart(float offset /* = 0.0f */); |
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bool GetMapTimeLeft(float *pTime); |
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public: |
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void RunFrame(); |
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void MapChange(bool real_mapchange); |
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void GameFrame(bool simulating); |
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IMapTimer *GetMapTimer(); |
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private: |
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List<ITimer *> m_SingleTimers; |
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List<ITimer *> m_LoopTimers; |
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CStack<ITimer *> m_FreeTimers; |
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IMapTimer *m_pMapTimer; |
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/* This is stuff for our manual ticking escapades. */ |
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bool m_bHasMapTickedYet; /** Has the map ticked yet? */ |
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bool m_bHasMapSimulatedYet; /** Has the map simulated yet? */ |
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float m_fLastTickedTime; /** Last time that the game currently gave |
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us while ticking. |
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*/ |
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IForward *m_pOnGameFrame; |
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IForward *m_pOnMapTimeLeftChanged; |
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}; |
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time_t GetAdjustedTime(time_t *buf = NULL); |
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extern const float *g_pUniversalTime; |
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extern TimerSystem g_Timers; |
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extern int g_TimeLeftMode; |
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#endif //_INCLUDE_SOURCEMOD_CTIMERSYS_H_ |
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