void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len )
{
	C_BaseAnimatingOverlay *pEnt = (C_BaseAnimatingOverlay*)pStruct;
	CUtlVector < CAnimationLayer > *pVec = &pEnt->m_AnimOverlay;
	CUtlVector< CInterpolatedVar< CAnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay;
	
	Assert( (char*)pVec - (char*)pEnt == offsetToUtlVector );
	Assert( pVec->Count() == pVecIV->Count() );
	Assert( pVec->Count() <= C_BaseAnimatingOverlay::MAX_OVERLAYS );
	
	int diff = len - pVec->Count();
	if ( diff != 0 )
	{
		// remove all entries
		for ( int i=0; i < pVec->Count(); i++ )
		{
			pEnt->RemoveVar( &pVec->Element( i ) );
		}

		pEnt->InvalidatePhysicsRecursive( BOUNDS_CHANGED );

		// adjust vector sizes
		if ( diff > 0 )
		{
			for ( int i = 0; i < diff; ++i )
			{
				int j = pVec->AddToTail( );
				(*pVec)[j].SetOwner( pEnt );
			}
			pVecIV->AddMultipleToTail( diff );
		}
		else
		{
			pVec->RemoveMultiple( len, -diff );
			pVecIV->RemoveMultiple( len, -diff );
		}

		// Rebind all the variables in the ent's list.
		for ( int i=0; i < len; i++ )
		{
			IInterpolatedVar *pWatcher = &pVecIV->Element( i );
			pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] );
			pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true );
		}
	}

	// FIXME: need to set historical values of nOrder in pVecIV to MAX_OVERLAY

	// Ensure capacity
	pVec->EnsureCapacity( len );

	int nNumAllocated = pVec->NumAllocated();

	// This is important to do because EnsureCapacity doesn't actually call the constructors
	// on the elements, but we need them to be initialized, otherwise it'll have out-of-range
	// values which will piss off the datatable encoder.
	UtlVector_InitializeAllocatedElements( pVec->Base() + pVec->Count(), nNumAllocated - pVec->Count() );
}
void ResizeAnimationLayerCallback( void *pStruct, int offsetToUtlVector, int len )
{
	C_BaseAnimatingOverlay *pEnt = (C_BaseAnimatingOverlay*)pStruct;
	CUtlVector < C_AnimationLayer > *pVec = &pEnt->m_AnimOverlay;
	CUtlVector< CInterpolatedVar< C_AnimationLayer > > *pVecIV = &pEnt->m_iv_AnimOverlay;
	
	Assert( (char*)pVec - (char*)pEnt == offsetToUtlVector );
	Assert( pVec->Count() == pVecIV->Count() );
	Assert( pVec->Count() <= C_BaseAnimatingOverlay::MAX_OVERLAYS );
	
	int diff = len - pVec->Count();

	

	if ( diff == 0 )
		return;

	// remove all entries
	for ( int i=0; i < pVec->Count(); i++ )
	{
		pEnt->RemoveVar( &pVec->Element( i ) );
	}

	// adjust vector sizes
	if ( diff > 0 )
	{
		pVec->AddMultipleToTail( diff );
		pVecIV->AddMultipleToTail( diff );
	}
	else
	{
		pVec->RemoveMultiple( len, -diff );
		pVecIV->RemoveMultiple( len, -diff );
	}

	// Rebind all the variables in the ent's list.
	for ( int i=0; i < len; i++ )
	{
		IInterpolatedVar *pWatcher = &pVecIV->Element( i );
		pWatcher->SetDebugName( s_m_iv_AnimOverlayNames[i] );
		pEnt->AddVar( &pVec->Element( i ), pWatcher, LATCH_ANIMATION_VAR, true );
	}
	// FIXME: need to set historical values of nOrder in pVecIV to MAX_OVERLAY
	
}
Example #3
0
//-----------------------------------------------------------------------------
// Throw out all elements and their entities except for the the specified 
// index into the UTILVector. This is useful for isolating elements that 
// get into a bad state.
//-----------------------------------------------------------------------------
void CNPC_Blob::RemoveAllElementsExcept( int iExempt )
{
	if( m_Elements.Count() == 1 )
		return;

	m_Elements[ 0 ].Set( m_Elements[ iExempt ].Get() );

	for( int i = 1 ; i < m_Elements.Count() ; i++ )
	{
		if( i != iExempt )
		{
			m_Elements[ i ]->SUB_Remove();
		}
	}

	m_Elements.RemoveMultiple( 1, m_Elements.Count() - 1 );

	m_iNumElements = 1;
}