/*
- Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
-#include "stdafx.h"
-#include <sys/stat.h>
-#if defined ( __linux__ ) || defined ( __APPLE__ )
-#include <dirent.h>
-#endif
-#include "assert.h"
+#include "eclass.h"
-eclass_t *eclass = NULL;
-eclass_t *eclass_bad = NULL;
-const vec3_t smallbox[2] = {{-8,-8,-8},{8,8,8}};
-char eclass_directory[1024];
-
-qboolean parsing_single = false;
-eclass_t *eclass_e;
-
-/*!
- implementation of the EClass manager API
- */
-eclass_t** Get_EClass_E(){
- return &eclass_e;
-}
+#include "debugging/debugging.h"
-void Set_Eclass_Found( qboolean b ){
- eclass_found = b;
-}
-
-qboolean Get_Parsing_Single(){
- return parsing_single;
-}
+#include <map>
+#include "ifilesystem.h"
-// md3 cache for misc_models
-//eclass_t *g_md3Cache = NULL;
+#include "string/string.h"
+#include "eclasslib.h"
+#include "os/path.h"
+#include "os/dir.h"
+#include "stream/stringstream.h"
+#include "moduleobservers.h"
-/*
+#include "cmdlib.h"
- the classname, color triple, and bounding box are parsed out of comments
- A ? size means take the exact brush size.
+#include "preferences.h"
+#include "mainframe.h"
- / *QUAKED <classname> (0 0 0) ?
- / *QUAKED <classname> (0 0 0) (-8 -8 -8) (8 8 8)
- Flag names can follow the size description:
+namespace
+{
+typedef std::map<const char*, EntityClass*, RawStringLessNoCase> EntityClasses;
+EntityClasses g_entityClasses;
+EntityClass *eclass_bad = 0;
+char eclass_directory[1024];
+typedef std::map<CopiedString, ListAttributeType> ListAttributeTypes;
+ListAttributeTypes g_listTypes;
+}
- / *QUAKED func_door (0 .5 .8) ? START_OPEN STONE_SOUND DOOR_DONT_LINK GOLD_KEY SILVER_KEY
+EClassModules& EntityClassManager_getEClassModules();
+/*!
+ implementation of the EClass manager API
*/
-void CleanEntityList( eclass_t *&pList ){
- while ( pList )
+void CleanEntityList( EntityClasses& entityClasses ){
+ for ( EntityClasses::iterator i = entityClasses.begin(); i != entityClasses.end(); ++i )
{
- eclass_t* pTemp = pList->next;
-
- entitymodel *model = pList->model;
- while ( model != NULL )
- {
- delete []model->pTriList;
- if ( model->strSkin ) {
- g_string_free( (GString *)model->strSkin, TRUE );
- }
- model->strSkin = NULL;
- model = model->pNext;
- }
-
- if ( pList->modelpath ) {
- free( pList->modelpath );
- pList->modelpath = NULL;
- }
- if ( pList->skinpath ) {
- free( pList->skinpath );
- pList->skinpath = NULL;
- }
-
- free( pList->name );
- free( pList->comments );
- free( pList );
- pList = pTemp;
+ ( *i ).second->free( ( *i ).second );
}
-
- pList = NULL;
-
+ entityClasses.clear();
}
+void Eclass_Clear(){
+ CleanEntityList( g_entityClasses );
+ g_listTypes.clear();
+}
-void CleanUpEntities(){
- // NOTE: maybe some leak checks needed .. older versions of Radiant looked like they were freezing more stuff
- CleanEntityList( eclass );
- //CleanEntityList(g_md3Cache);
- if ( eclass_bad ) {
- free( eclass_bad->name );
- free( eclass_bad->comments );
- free( eclass_bad );
- eclass_bad = NULL;
+EntityClass* EClass_InsertSortedList( EntityClasses& entityClasses, EntityClass *entityClass ){
+ std::pair<EntityClasses::iterator, bool> result = entityClasses.insert( EntityClasses::value_type( entityClass->name(), entityClass ) );
+ if ( !result.second ) {
+ entityClass->free( entityClass );
}
+ return ( *result.first ).second;
}
-void EClass_InsertSortedList( eclass_t *&pList, eclass_t *e ){
- eclass_t *s;
+EntityClass* Eclass_InsertAlphabetized( EntityClass *e ){
+ return EClass_InsertSortedList( g_entityClasses, e );
+}
- if ( !pList ) {
- pList = e;
- return;
+void Eclass_forEach( EntityClassVisitor& visitor ){
+ for ( EntityClasses::iterator i = g_entityClasses.begin(); i != g_entityClasses.end(); ++i )
+ {
+ visitor.visit( ( *i ).second );
}
+}
- s = pList;
- if ( stricmp( e->name, s->name ) < 0 ) {
- e->next = s;
- pList = e;
- return;
- }
-
- do
- {
- if ( !s->next || stricmp( e->name, s->next->name ) < 0 ) {
- e->next = s->next;
- s->next = e;
- return;
- }
- s = s->next;
- } while ( 1 );
+class RadiantEclassCollector : public EntityClassCollector
+{
+public:
+void insert( EntityClass* eclass ){
+ Eclass_InsertAlphabetized( eclass );
}
+void insert( const char* name, const ListAttributeType& list ){
+ g_listTypes.insert( ListAttributeTypes::value_type( name, list ) );
+}
+};
-/*
- =================
- Eclass_InsertAlphabetized
- =================
- */
-void Eclass_InsertAlphabetized( eclass_t *e ){
-#if 1
- EClass_InsertSortedList( eclass, e );
-#else
- eclass_t *s;
-
- if ( !eclass ) {
- eclass = e;
- return;
- }
-
+RadiantEclassCollector g_collector;
- s = eclass;
- if ( stricmp( e->name, s->name ) < 0 ) {
- e->next = s;
- eclass = e;
- return;
+const ListAttributeType* EntityClass_findListType( const char* name ){
+ ListAttributeTypes::iterator i = g_listTypes.find( name );
+ if ( i != g_listTypes.end() ) {
+ return &( *i ).second;
}
-
- do
- {
- if ( !s->next || stricmp( e->name, s->next->name ) < 0 ) {
- e->next = s->next;
- s->next = e;
- return;
- }
- s = s->next;
- } while ( 1 );
-#endif
+ return 0;
}
-/*!
- This looks at each eclass_t, if it has a "modelpath" set then it leaves it alone
- if it's not set it checks to see if a file called "sprites/<eclassname>.*" exists, and
- if it does exist then it sets the "modelpath" to "sprites/<eclassname>.spr"
- */
-void Eclass_CreateSpriteModelPaths(){
- int Counts[4] = { 0, 0, 0, 0 };
- char filename[512]; // should be big enough, ExtractFileBase doesn't take a buffer size...
- eclass_t *e;
-
- // get a list of all sprite/*>* files in all sprite/ directories
- Sys_Printf( "Searching VFS for files in sprites/*.* that match entity names...\n" );
- GSList *pFiles = vfsGetFileList( "sprites", NULL );
- GSList *pFile;
- if ( pFiles ) {
+class EntityClassFilterMode
+{
+public:
+bool filter_mp_sp;
+const char* mp_ignore_prefix;
+const char* sp_ignore_prefix;
- // find an eclass without a modelpath.
- for ( e = eclass ; e ; e = e->next )
- {
- Counts[0]++;
- if ( e->modelpath ) {
-#ifdef _DEBUG
- Sys_Printf( "Ignoring sprite for entity %s (modelpath: \"%s\")\n",e->name,e->modelpath );
-#endif
- Counts[1]++;
- continue; // ignore this eclass, it's already got a model
+EntityClassFilterMode() :
+ filter_mp_sp( !string_empty( g_pGameDescription->getKeyValue( "eclass_filter_gamemode" ) ) ),
+ mp_ignore_prefix( g_pGameDescription->getKeyValue( "eclass_sp_prefix" ) ),
+ sp_ignore_prefix( g_pGameDescription->getKeyValue( "eclass_mp_prefix" ) ){
+ if ( string_empty( mp_ignore_prefix ) ) {
+ mp_ignore_prefix = "sp_";
+ }
+ if ( string_empty( sp_ignore_prefix ) ) {
+ sp_ignore_prefix = "mp_";
+ }
+}
+};
+
+class EntityClassesLoadFile
+{
+const EntityClassScanner& scanner;
+const char* m_directory;
+public:
+EntityClassesLoadFile( const EntityClassScanner& scanner, const char* directory ) : scanner( scanner ), m_directory( directory ){
+}
+void operator()( const char* name ) const {
+ EntityClassFilterMode filterMode;
+
+ if ( filterMode.filter_mp_sp ) {
+ if ( string_empty( GlobalRadiant().getGameMode() ) || string_equal( GlobalRadiant().getGameMode(), "sp" ) ) {
+ if ( string_equal_n( name, filterMode.sp_ignore_prefix, strlen( filterMode.sp_ignore_prefix ) ) ) {
+ globalOutputStream() << "Ignoring '" << name << "'\n";
+ return;
}
-
- // TODO: remove this check when we can have sprites for non-fixed size entities.
- if ( !e->fixedsize ) {
-#ifdef _DEBUG
- Sys_Printf( "Ignoring sprite for non-fixed-size entity %s\n",e->name );
-#endif
- Counts[2]++;
- continue; // can't have sprites for non-fixed size entities (yet!)
+ }
+ else
+ {
+ if ( string_equal_n( name, filterMode.mp_ignore_prefix, strlen( filterMode.mp_ignore_prefix ) ) ) {
+ globalOutputStream() << "Ignoring '" << name << "'\n";
+ return;
}
+ }
+ }
+ // for a given name, we grab the first .def in the vfs
+ // this allows to override baseq3/scripts/entities.def for instance
+ StringOutputStream relPath( 256 );
+ relPath << m_directory << name;
- Sys_Printf( "Searching for sprite for fixed-size entity %s...",e->name );
+ scanner.scanFile( g_collector, relPath.c_str() );
+}
+};
- pFile = pFiles; // point to start of list
+struct PathLess
+{
+ bool operator()( const CopiedString& path, const CopiedString& other ) const {
+ return path_less( path.c_str(), other.c_str() );
+ }
+};
- // look for a file that has the same name, with any extension.
- bool Found = FALSE;
- while ( pFile )
- {
+typedef std::map<CopiedString, const char*, PathLess> Paths;
- // strip the path/ and the .extension.
- ExtractFileBase( (char *)pFile->data,filename );
+void EntityClassQuake3_constructDirectory( const char* directory, const char* extension, Paths& paths ){
+ globalOutputStream() << "EntityClass: searching " << makeQuoted( directory ) << " for *." << extension << '\n';
+ Directory_forEach(directory, matchFileExtension(extension, [&](const char *name) {
+ paths.insert(Paths::value_type(name, directory));
+ }));
+}
- // does the eclass name match the filename?
- if ( stricmp( e->name,filename ) == 0 ) {
- // yes, so generate a sprite filename using the all-encompasing .spr extension
- // so that the model wrapper knows the sprite model plugin will be the model
- // plugin used to render it.
- CString strSpriteName;
- strSpriteName.Format( "sprites/%s.spr",e->name );
- e->modelpath = strdup( strSpriteName.GetBuffer() );
- Sys_Printf( "Found! (\"%s\")\n",(char *)pFile->data );
- Counts[3]++;
- Found = TRUE;
- }
- pFile = pFile->next;
- }
- if ( !Found ) {
- Sys_Printf( "not found\n" );
- }
+void EntityClassQuake3_Construct(){
+ StringOutputStream baseDirectory( 256 );
+ StringOutputStream gameDirectory( 256 );
+ const char* basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue( "basegame" );
+ const char* gamename = GlobalRadiant().getGameName();
+ baseDirectory << GlobalRadiant().getGameToolsPath() << basegame << '/';
+ gameDirectory << GlobalRadiant().getGameToolsPath() << gamename << '/';
+ class LoadEntityDefinitionsVisitor : public EClassModules::Visitor
+ {
+ const char* baseDirectory;
+ const char* gameDirectory;
+public:
+ LoadEntityDefinitionsVisitor( const char* baseDirectory, const char* gameDirectory )
+ : baseDirectory( baseDirectory ), gameDirectory( gameDirectory ){
+ }
+ void visit( const char* name, const EntityClassScanner& table ) const {
+ Paths paths;
+ EntityClassQuake3_constructDirectory( baseDirectory, table.getExtension(), paths );
+ if ( !string_equal( baseDirectory, gameDirectory ) ) {
+ EntityClassQuake3_constructDirectory( gameDirectory, table.getExtension(), paths );
}
- vfsClearFileDirList( &pFiles );
+ for ( Paths::iterator i = paths.begin(); i != paths.end(); ++i )
+ {
+ EntityClassesLoadFile( table, ( *i ).second ) ( ( *i ).first.c_str() );
+ }
}
- Sys_Printf( "%d entities were scanned\n"
- "%d entities that already had models/sprites were ignored\n"
- "%d non-fixed-size entities were ignored\n"
- "%d entities did not have matching sprite files\n"
- "%d entities had sprite files and have been attached\n",
- Counts[0],Counts[1],Counts[2],Counts[0] - Counts[3],Counts[3] );
+ };
+ EntityClassManager_getEClassModules().foreachModule( LoadEntityDefinitionsVisitor( baseDirectory.c_str(), gameDirectory.c_str() ) );
}
-void EClass_InitForFileList( GSList *pFiles, _EClassTable *pTable ){
- GSList *pFile = pFiles;
- while ( pFile )
- {
- // for a given name, we grab the first .def in the vfs
- // this allows to override baseq3/scripts/entities.def for instance
- char relPath[PATH_MAX];
- strcpy( relPath, "scripts/" );
- strcat( relPath, (char*)pFile->data );
- if ( !vfsGetFullPath( relPath, 0, 0 ) ) {
- Sys_FPrintf( SYS_ERR, "Failed to find the full path for '%s' in the VFS\n", relPath );
- }
- else{
- pTable->m_pfnScanFile( vfsGetFullPath( relPath, 0, 0 ) );
- }
- pFile = pFile->next;
- }
-}
+EntityClass *Eclass_ForName( const char *name, bool has_brushes ){
+ ASSERT_NOTNULL( name );
-/*!
- Manually create an eclass_t, for when no modules exist.
- this replaces and centralizes the eclass_t allocation
- */
-eclass_t * EClass_Create( const char *name, float col1, float col2, float col3, const vec3_t *mins, const vec3_t *maxs, const char *comments ){
- eclass_t *e;
- char color[128];
-
- e = (eclass_t*)malloc( sizeof( *e ) );
- memset( e, 0, sizeof( *e ) );
-
- e->name = strdup( name );
-
- // grab the color, reformat as texture name
- e->color[0] = col1;
- e->color[1] = col2;
- e->color[2] = col3;
- sprintf( color, "(%f %f %f)", e->color[0], e->color[1], e->color[2] );
- e->texdef.SetName( color );
-
- // supplied size ?
- if ( mins && maxs ) {
- // Hydra:
- // If we set worldspawn to be a fixed-size all the textures are
- // displayed as flat-shaded. This is a KLUDGE now that we have
- // multiple game support as the worldspawn entity is game specific.
- // Note that this is only ever fixed for the user if a definition
- // for the worldspawn entity was not loaded, this can happen for
- // several reasons:
- // a) no entity definition plugin exists
- // b) no entity definition files were found
- // c) no entity definition file contained an entry for worldspawn.
-
- if ( stricmp( name,"worldspawn" ) != 0 ) {
- e->fixedsize = true;
- }
+ if ( string_empty( name ) ) {
+ return eclass_bad;
+ }
- // copy the sizes..
- memcpy( e->mins,mins,sizeof( vec3_t ) );
- memcpy( e->maxs,maxs,sizeof( vec3_t ) );
+ EntityClasses::iterator i = g_entityClasses.find( name );
+ if ( i != g_entityClasses.end() && string_equal( ( *i ).first, name ) ) {
+ return ( *i ).second;
}
- if ( comments ) {
- e->comments = strdup( comments );
+ EntityClass* e = EntityClass_Create_Default( name, has_brushes );
+ return Eclass_InsertAlphabetized( e );
+}
+
+class EntityClassQuake3 : public ModuleObserver
+{
+std::size_t m_unrealised;
+ModuleObservers m_observers;
+public:
+EntityClassQuake3() : m_unrealised( 4 ){
+}
+void realise(){
+ if ( --m_unrealised == 0 ) {
+ //globalOutputStream() << "Entity Classes: realise\n";
+ EntityClassQuake3_Construct();
+ m_observers.realise();
}
- else
- {
- e->comments = (char*)malloc( 1 );
- e->comments[0] = '\0';
+}
+void unrealise(){
+ if ( ++m_unrealised == 1 ) {
+ m_observers.unrealise();
+ //globalOutputStream() << "Entity Classes: unrealise\n";
+ Eclass_Clear();
}
+}
+void attach( ModuleObserver& observer ){
+ m_observers.attach( observer );
+}
+void detach( ModuleObserver& observer ){
+ m_observers.detach( observer );
+}
+};
+
+EntityClassQuake3 g_EntityClassQuake3;
- return e;
+void EntityClass_attach( ModuleObserver& observer ){
+ g_EntityClassQuake3.attach( observer );
+}
+void EntityClass_detach( ModuleObserver& observer ){
+ g_EntityClassQuake3.detach( observer );
}
-void Eclass_Init(){
- GSList *pFiles;
+void EntityClass_realise(){
+ g_EntityClassQuake3.realise();
+}
+void EntityClass_unrealise(){
+ g_EntityClassQuake3.unrealise();
+}
+void EntityClassQuake3_construct(){
// start by creating the default unknown eclass
- eclass_bad = EClass_Create( "UNKNOWN_CLASS", 0, 0.5, 0,NULL,NULL,NULL );
-
- // now scan the definitions
- _EClassTable *pTable = &g_EClassDefTable;
- while ( pTable )
- {
- // read in all scripts/*.<extension>
- pFiles = vfsGetFileList( "scripts", pTable->m_pfnGetExtension() );
- if ( pFiles ) {
- GSList *pFile = pFiles;
- while ( pFile )
- {
- /*!
- \todo the MP/SP filtering rules need to be CLEANED UP and SANITIZED
- */
- // HACK
- // JKII SP/MP mapping mode
- if ( g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game" ) {
- if ( !strcmp( ValueForKey( g_qeglobals.d_project_entity, "gamemode" ), "sp" ) ) {
- // SP mapping, ignore mp_*.def
- char *name = (char *)pFile->data;
- if ( name[0] == 'm' && name[1] == 'p' && name[2] == '_' ) {
- Sys_Printf( "Single Player mapping mode. Ignoring '%s'\n", name );
- pFile = pFile->next;
- continue;
- }
- }
- else
- {
- // MP mapping, ignore sp_*.def
- char *name = (char *)pFile->data;
- if ( name[0] == 's' && name[1] == 'p' && name[2] == '_' ) {
- Sys_Printf( "Multiplayer mapping mode. Ignoring '%s'\n", name );
- pFile = pFile->next;
- continue;
- }
- }
- }
- // RIANT
- // STVEF SP/MP mapping mode
- else if ( g_pGameDescription->mGameFile == "stvef.game" ) {
- if ( !strcmp( ValueForKey( g_qeglobals.d_project_entity, "gamemode" ), "sp" ) ) {
- // SP mapping, ignore mp_*.def
- char *name = (char *)pFile->data;
- if ( name[0] == 'm' && name[1] == 'p' && name[2] == '_' ) {
- Sys_Printf( "Single Player mapping mode. Ignoring '%s'\n", name );
- pFile = pFile->next;
- continue;
- }
- }
- else
- {
- // HM mapping, ignore sp_*.def
- char *name = (char *)pFile->data;
- if ( name[0] == 'h' && name[1] == 'm' && name[2] == '_' ) {
- Sys_Printf( "HoloMatch mapping mode. Ignoring '%s'\n", name );
- pFile = pFile->next;
- continue;
- }
- }
- }
- // for a given name, we grab the first .def in the vfs
- // this allows to override baseq3/scripts/entities.def for instance
- char relPath[PATH_MAX];
- strcpy( relPath, "scripts/" );
- strcat( relPath, (char*)pFile->data );
- char *fullpath = vfsGetFullPath( relPath, 0, 0 );
- if ( !fullpath ) {
- Sys_FPrintf( SYS_ERR, "Failed to find the full path for \"%s\" in the VFS\n", relPath );
- }
- else{
- pTable->m_pfnScanFile( fullpath );
- }
- if ( g_pGameDescription->mEClassSingleLoad ) {
- break;
- }
- pFile = pFile->next;
- }
- vfsClearFileDirList( &pFiles );
- pFiles = NULL;
- }
- else{
- Sys_FPrintf( SYS_ERR, "Didn't find any scripts/*.%s files to load EClass information\n", pTable->m_pfnGetExtension() );
- }
+ eclass_bad = EClass_Create( "UNKNOWN_CLASS", Vector3( 0.0f, 0.5f, 0.0f ), "" );
- // we deal with two formats max, if the other table exists, loop again
- if ( g_bHaveEClassExt && pTable == &g_EClassDefTable ) {
- pTable = &g_EClassExtTable;
- }
- else{
- pTable = NULL; // done, exit
- }
- }
- Eclass_CreateSpriteModelPaths();
+ EntityClass_realise();
}
-eclass_t *Eclass_ForName( const char *name, qboolean has_brushes ){
- eclass_t *e;
-
- if ( !name || *name == '\0' ) {
- return eclass_bad;
- }
+void EntityClassQuake3_destroy(){
+ EntityClass_unrealise();
-#ifdef _DEBUG
- // grouping stuff, not an eclass
- if ( strcmp( name, "group_info" ) == 0 ) {
- Sys_Printf( "WARNING: unexpected group_info entity in Eclass_ForName\n" );
- }
-#endif
+ eclass_bad->free( eclass_bad );
+}
- if ( !name ) {
- return eclass_bad;
- }
+#include "modulesystem/modulesmap.h"
+
+class EntityClassQuake3Dependencies :
+ public GlobalRadiantModuleRef,
+ public GlobalFileSystemModuleRef,
+ public GlobalShaderCacheModuleRef
+{
+EClassModulesRef m_eclass_modules;
+public:
+EntityClassQuake3Dependencies() :
+ m_eclass_modules( GlobalRadiant().getRequiredGameDescriptionKeyValue( "entityclasstype" ) ){
+}
+EClassModules& getEClassModules(){
+ return m_eclass_modules.get();
+}
+};
+
+class EclassManagerAPI
+{
+EntityClassManager m_eclassmanager;
+public:
+typedef EntityClassManager Type;
+STRING_CONSTANT( Name, "quake3" );
+
+EclassManagerAPI(){
+ EntityClassQuake3_construct();
+
+ m_eclassmanager.findOrInsert = &Eclass_ForName;
+ m_eclassmanager.findListType = &EntityClass_findListType;
+ m_eclassmanager.forEach = &Eclass_forEach;
+ m_eclassmanager.attach = &EntityClass_attach;
+ m_eclassmanager.detach = &EntityClass_detach;
+ m_eclassmanager.realise = &EntityClass_realise;
+ m_eclassmanager.unrealise = &EntityClass_unrealise;
+
+ Radiant_attachGameToolsPathObserver( g_EntityClassQuake3 );
+ Radiant_attachGameModeObserver( g_EntityClassQuake3 );
+ Radiant_attachGameNameObserver( g_EntityClassQuake3 );
+}
+~EclassManagerAPI(){
+ Radiant_detachGameNameObserver( g_EntityClassQuake3 );
+ Radiant_detachGameModeObserver( g_EntityClassQuake3 );
+ Radiant_detachGameToolsPathObserver( g_EntityClassQuake3 );
- for ( e = eclass ; e ; e = e->next )
- if ( !strcmp( name, e->name ) ) {
- return e;
- }
+ EntityClassQuake3_destroy();
+}
+EntityClassManager* getTable(){
+ return &m_eclassmanager;
+}
+};
- // create a new class for it
- if ( has_brushes ) {
- e = EClass_Create( name, 0, 0.5, 0,NULL,NULL,"Not found in source." );
- }
- else
- {
- e = EClass_Create( name, 0, 0.5, 0,&smallbox[0],&smallbox[1],"Not found in source." );
- }
+#include "modulesystem/singletonmodule.h"
+#include "modulesystem/moduleregistry.h"
- Eclass_InsertAlphabetized( e );
+typedef SingletonModule<EclassManagerAPI, EntityClassQuake3Dependencies> EclassManagerModule;
+typedef Static<EclassManagerModule> StaticEclassManagerModule;
+StaticRegisterModule staticRegisterEclassManager( StaticEclassManagerModule::instance() );
- return e;
+EClassModules& EntityClassManager_getEClassModules(){
+ return StaticEclassManagerModule::instance().getDependencies().getEClassModules();
}