User:Psycommando/Macros reference

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Intro

Prototype for a complete list of macros links(in the wiki) and infos. All Macros are listed in different categories, and divided in groups.

Warning on macros

For those unfamiliar with macros, I must warn you that macros are EVIL. They are basically the equivalent of doing a search and replace at compile time, therefore never put an operation as a macro parameter, it will do the operations as many time as the parameter is used in the macro definition!!! This page C++ Faq Lite describe most of the problem. Be sure to check evil# 1-2-3-4.

Data map

Declaration :

Definition :

Network

IMPLEMENT_NETWORKCLASS_ALIASED

  • Call : IMPLEMENT_NETWORKCLASS_ALIASED( className, dataTable )
  • Declaration : From ..\game\shared\predictable_entity.h
#define IMPLEMENT_NETWORKCLASS_ALIASED(className, dataTable)			\
	IMPLEMENT_CLIENTCLASS( C_##className, dataTable, C##className )
  • Description :
  • Example :

Misc

STUB_WEAPON_CLASS

  • Call : STUB_WEAPON_CLASS( entityName, className, baseClassName )
  • Required Include : c_weapon__stubs.h
  • Description : This macro is very simple, it writes a very basic client class for the specified weapon. Most of the weapon stub classes generated by this macro can be found in ..\src\game\client\hl2\c_weapon__stubs_hl2.cpp, but you should note that you can use this macro in any client-side .cpp file, of course you need to include "c_weapon__stubs.h".
  • Macro Definition :
 #define STUB_WEAPON_CLASS( entityName, className, baseClassName )	\
	class C_##className## : public baseClassName					\
	{										\
		DECLARE_CLASS( C_##className##, baseClassName );                        \ 
        public:					                                        \
		DECLARE_PREDICTABLE();							\
		DECLARE_CLIENTCLASS();							\
	        C_##className() {};                                                     \ 
        private:                                                                        \
		C_##className( const C_##className & );					\
	};										\
	STUB_WEAPON_CLASS_IMPLEMENT( entityName, C_##className );		\
	IMPLEMENT_CLIENTCLASS_DT( C_##className, DT_##className, C##className )	\
	END_RECV_TABLE()
  • Example :
     STUB_WEAPON_CLASS( weapon_crowbar, WeaponCrowbar, C_BaseHLBludgeonWeapon );
    


REGISTER_GAMERULES_CLASS

  • Call : REGISTER_GAMERULES_CLASS( className )
  • Required Include : ..\src\game\shared\gamerules_register.h
  • Description : Add a new gamerule class to the register?(...Need research...)
  • Definition :
 #define REGISTER_GAMERULES_CLASS( className ) \
	void __CreateGameRules_##className() { new className; } \
	static CGameRulesRegister __g_GameRulesRegister_##className( #className, __CreateGameRules_##className );
  • Example :