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CryGame/XSystemServer.h
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59
CryGame/XSystemServer.h
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//////////////////////////////////////////////////////////////////////
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//
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// Game Source Code
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//
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// File: XSystemServer.h
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// Description: IXSystem interface for the server.
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//
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// History:
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// - August 8, 2001: Created by Alberto Demichelis
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//
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//////////////////////////////////////////////////////////////////////
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#ifndef GAME_XSYSTEMSERVER_H
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#define GAME_XSYSTEMSERVER_H
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#if _MSC_VER > 1000
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# pragma once
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#endif
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#include "XSystemBase.h"
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#include "IXMLDOM.h"
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class CXGame;
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class CXServer;
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struct ILog;
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///////////////////////////////////////////////
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/*!Implements a the XSystem for a server.
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can be coupled witha CXSystemDummy is a local client exists
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*/
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class CXSystemServer : public CXSystemBase
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{
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public:
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CXSystemServer(CXServer *pXServer,CXGame *pGame,ILog *pLog);
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virtual ~CXSystemServer();
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//// IXSystem ///////////////////////////////
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void Release();
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bool LoadLevel(const char *szLevelDir,const char *szMissionName, bool bEditor);
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//bool LoadRespawnPoints();
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IEntity* SpawnEntity(class CEntityDesc &ed);
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void RemoveEntity(EntityId wID, bool bRemoveNow=false);
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void DeleteAllEntities();
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void Disconnected(const char *szCause);
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bool LoadCharacter(IEntity* pEntity, const char *szModel);
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void BindEntity(EntityId idParent,EntityId idChild);
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void UnbindEntity(EntityId idParent,EntityId idChild);
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bool WriteTeams(CStream &stm);
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bool ReadTeams(CStream &stm){return true;}
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void AddRespawnPoint(ITagPoint *pt);
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virtual void OnSetVar(ICVar *pVar);
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/////////////////////////////////////////////
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CXServer *m_pXServer;
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protected:
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virtual void OnReadyToLoadLevel( SMissionInfo &missionInfo );
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};
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#endif // GAME_XSYSTEMSERVER_H
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