Expand description
Entity system for parsing and representing game state.
This module handles everything related to entities in the demo:
- Entity lifecycle (create, update, delete)
- Serializers and field definitions
- Class information
- Field value decoding
- String tables
Structs§
- Class
Entry - A single entity class entry.
- Class
Info - Parsed class info from DEM_ClassInfo. Maps class IDs to network names.
- Entity
- A single entity with its class, fields, and current state.
- Entity
Container - Container managing all active entities.
- Field
Decode Context - Mutable state shared across field decoders during a single parse pass.
- Field
Metadata - Metadata about how to decode a field.
- Serializer
- A serializer: a named collection of fields describing an entity class.
- Serializer
Container - Container holding all parsed serializers, indexed by name.
- Serializer
Field - A single field within a serializer, describing one network property.
- String
Table - A string table.
- String
Table Container - Container for all string tables.
- String
Table Entry - A single entry in a string table.
Enums§
- Field
Value - Represents a decoded entity field value from the demo’s entity system.
Constants§
- ENTITY_
HANDLE_ INDEX_ MASK - Mask that extracts the entity-array index from a networked
CHandlevalue. - INVALID_
ENTITY_ HANDLE - Sentinel value for a
CHandlefield that points at no entity.
Functions§
- protobuf_
handle_ index - Resolve a protobuf-style optional
CHandleto an entity-array index.