2013-12-03 07:31:46 +04:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "sceneentity_shared.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar scene_print( "scene_print", "0", FCVAR_REPLICATED, "When playing back a scene, print timing and event info to console." );
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ConVar scene_clientflex( "scene_clientflex", "1", FCVAR_REPLICATED, "Do client side flex animation." );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pFormat -
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// ... -
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// Output : static void
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//-----------------------------------------------------------------------------
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void Scene_Printf( const char *pFormat, ... )
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{
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int val = scene_print.GetInt();
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if ( !val )
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return;
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if ( val >= 2 )
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{
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if ( CBaseEntity::IsServer() && val != 2 )
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{
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return;
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}
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else if ( !CBaseEntity::IsServer() && val != 3 )
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{
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return;
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}
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}
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va_list marker;
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char msg[8192];
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va_start(marker, pFormat);
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Q_vsnprintf(msg, sizeof(msg), pFormat, marker);
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va_end(marker);
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2020-11-26 05:26:55 +03:00
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#ifdef MAPBASE
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CGMsg( 0, CON_GROUP_CHOREO, "%8.3f[%d] %s: %s", gpGlobals->curtime, gpGlobals->tickcount, CBaseEntity::IsServer() ? "sv" : "cl", msg );
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#else
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2013-12-03 07:31:46 +04:00
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Msg( "%8.3f[%d] %s: %s", gpGlobals->curtime, gpGlobals->tickcount, CBaseEntity::IsServer() ? "sv" : "cl", msg );
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2020-11-26 05:26:55 +03:00
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#endif
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2013-12-03 07:31:46 +04:00
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CSceneTokenProcessor::CurrentToken( void )
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{
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return m_szToken;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : crossline -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSceneTokenProcessor::GetToken( bool crossline )
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{
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// NOTE: crossline is ignored here, may need to implement if needed
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m_pBuffer = engine->ParseFile( m_pBuffer, m_szToken, sizeof( m_szToken ) );
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if ( m_szToken[0] )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSceneTokenProcessor::TokenAvailable( void )
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{
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char const *search_p = m_pBuffer;
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while ( *search_p <= 32)
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{
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if (*search_p == '\n')
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return false;
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search_p++;
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if ( !*search_p )
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return false;
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}
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if (*search_p == ';' || *search_p == '#' || // semicolon and # is comment field
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(*search_p == '/' && *((search_p)+1) == '/')) // also make // a comment field
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *fmt -
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// ... -
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//-----------------------------------------------------------------------------
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void CSceneTokenProcessor::Error( const char *fmt, ... )
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{
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char string[ 2048 ];
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va_list argptr;
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va_start( argptr, fmt );
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Q_vsnprintf( string, sizeof(string), fmt, argptr );
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va_end( argptr );
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Warning( "%s", string );
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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
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AssertMsg(0, "%s", string);
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2013-12-03 07:31:46 +04:00
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *buffer -
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//-----------------------------------------------------------------------------
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void CSceneTokenProcessor::SetBuffer( char *buffer )
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{
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m_pBuffer = buffer;
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}
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2013-06-27 02:22:04 +04:00
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CSceneTokenProcessor g_TokenProcessor;
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