source-sdk-2013-mapbase/sp/src/game/shared/sceneentity_shared.cpp

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2013-12-03 07:31:46 +04:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "sceneentity_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar scene_print( "scene_print", "0", FCVAR_REPLICATED, "When playing back a scene, print timing and event info to console." );
ConVar scene_clientflex( "scene_clientflex", "1", FCVAR_REPLICATED, "Do client side flex animation." );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFormat -
// ... -
// Output : static void
//-----------------------------------------------------------------------------
void Scene_Printf( const char *pFormat, ... )
{
int val = scene_print.GetInt();
if ( !val )
return;
if ( val >= 2 )
{
if ( CBaseEntity::IsServer() && val != 2 )
{
return;
}
else if ( !CBaseEntity::IsServer() && val != 3 )
{
return;
}
}
va_list marker;
char msg[8192];
va_start(marker, pFormat);
Q_vsnprintf(msg, sizeof(msg), pFormat, marker);
va_end(marker);
Msg( "%8.3f[%d] %s: %s", gpGlobals->curtime, gpGlobals->tickcount, CBaseEntity::IsServer() ? "sv" : "cl", msg );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CSceneTokenProcessor::CurrentToken( void )
{
return m_szToken;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : crossline -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::GetToken( bool crossline )
{
// NOTE: crossline is ignored here, may need to implement if needed
m_pBuffer = engine->ParseFile( m_pBuffer, m_szToken, sizeof( m_szToken ) );
if ( m_szToken[0] )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CSceneTokenProcessor::TokenAvailable( void )
{
char const *search_p = m_pBuffer;
while ( *search_p <= 32)
{
if (*search_p == '\n')
return false;
search_p++;
if ( !*search_p )
return false;
}
if (*search_p == ';' || *search_p == '#' || // semicolon and # is comment field
(*search_p == '/' && *((search_p)+1) == '/')) // also make // a comment field
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::Error( const char *fmt, ... )
{
char string[ 2048 ];
va_list argptr;
va_start( argptr, fmt );
Q_vsnprintf( string, sizeof(string), fmt, argptr );
va_end( argptr );
Warning( "%s", string );
Mapbase v5.0 - Added keyvalue to hl2_gamerules which allows respawning in singleplayer - Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix) - Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow - Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary) - Fixed env_projectedtextures not updating on save/load - Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates) - Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time - Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param - Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago) - Fixed map-specific localization files, cleaned up map-specific file code - Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters - Fixed math_lightpattern corruption when setting pattern/style while active - Fixed the "Touch" input crashing when given no entity - Added a way to add EFlags via keyvalue (suggested by Niker107) - Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam) - Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon) - Added "Mapbase" header to Mapbase-specific code files - Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox - Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller - Added "SetScale" input to sky_camera for live scale changing - Added convar to control player crouch speed multiplier (suggested by ArtyIF) - Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2) - Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.) - Added limited support for Valve's Quaternion class in VScript - Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library - Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought - Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it - Added various functions and hooks for VPhysics integration in VScript - Added VScript-based custom suit devices - Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell) - Added ability to insert localization strings through VScript - Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc. - Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
2020-08-15 00:21:25 +03:00
AssertMsg(0, "%s", string);
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}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *buffer -
//-----------------------------------------------------------------------------
void CSceneTokenProcessor::SetBuffer( char *buffer )
{
m_pBuffer = buffer;
}
2013-06-27 02:22:04 +04:00
CSceneTokenProcessor g_TokenProcessor;