Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, 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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#ifndef SAVERESTORE_UTLSYMBOL_H
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#define SAVERESTORE_UTLSYMBOL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "utlsymbol.h"
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class CUtlSymbolDataOps : public CDefSaveRestoreOps
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{
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public:
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CUtlSymbolDataOps( CUtlSymbolTable &masterTable ) : m_symbolTable(masterTable) {}
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virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave )
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{
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CUtlSymbol *sym = ((CUtlSymbol *)fieldInfo.pField);
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pSave->WriteString( m_symbolTable.String( *sym ) );
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}
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virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore )
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{
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CUtlSymbol *sym = ((CUtlSymbol *)fieldInfo.pField);
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char tmp[1024];
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pRestore->ReadString( tmp, sizeof(tmp), 0 );
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*sym = m_symbolTable.AddString( tmp );
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}
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virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
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{
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CUtlSymbol *sym = ((CUtlSymbol *)fieldInfo.pField);
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*sym = UTL_INVAL_SYMBOL;
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}
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virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
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{
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CUtlSymbol *sym = ((CUtlSymbol *)fieldInfo.pField);
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return (*sym).IsValid() ? false : true;
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}
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private:
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CUtlSymbolTable &m_symbolTable;
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};
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#endif // SAVERESTORE_UTLSYMBOL_H
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