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455 lines
12 KiB
455 lines
12 KiB
5 years ago
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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 "buy_preset_debug.h"
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#include "buy_presets.h"
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#include "weapon_csbase.h"
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#include "game/client/iviewport.h"
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#include "filesystem.h"
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#include <vgui/ILocalize.h>
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#include <vgui_controls/Controls.h>
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#include "c_cs_player.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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BuyPresetManager *TheBuyPresets = NULL;
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#if USE_BUY_PRESETS
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//--------------------------------------------------------------------------------------------------------------
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ConVar cl_buy_favorite_quiet( "cl_buy_favorite_quiet", "0", FCVAR_ARCHIVE | FCVAR_CLIENTCMD_CAN_EXECUTE, "Skips the prompt when saving a buy favorite in the buy menu" );
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ConVar cl_buy_favorite_nowarn( "cl_buy_favorite_nowarn", "0", FCVAR_ARCHIVE | FCVAR_CLIENTCMD_CAN_EXECUTE, "Skips the error prompt when saving an invalid buy favorite" );
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//--------------------------------------------------------------------------------------------------------------
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static void PrintBuyPresetUsage( void )
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{
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if ( TheBuyPresets->GetNumPresets() )
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{
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Msg( "usage: cl_buy_favorite <1...%d>\n", TheBuyPresets->GetNumPresets() );
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for ( int i=0; i<TheBuyPresets->GetNumPresets(); ++i )
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{
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const BuyPreset *preset = TheBuyPresets->GetPreset( i );
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if ( preset && preset->GetName() && preset->GetName()[0] )
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{
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char buffer[64];
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g_pVGuiLocalize->ConvertUnicodeToANSI( preset->GetName(), buffer, sizeof( buffer ) );
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Msg( " %d. %s\n", i+1, buffer );
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}
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}
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}
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else
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{
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Msg( "cl_buy_favorite: no favorites are defined\n" );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Callback function for handling the "cl_buy_favorite" command
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*/
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CON_COMMAND_F( cl_buy_favorite, "Purchase a favorite weapon/equipment loadout", FCVAR_CLIENTCMD_CAN_EXECUTE )
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{
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if ( !engine->IsConnected() )
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return;
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if ( !TheBuyPresets )
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TheBuyPresets = new BuyPresetManager();
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if ( args.ArgC() != 2 )
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{
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PRESET_DEBUG( "cl_buy_favorite: no favorite specified\n" );
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PrintBuyPresetUsage();
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return;
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}
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int presetIndex = atoi( args[1] ) - 1;
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if ( presetIndex < 0 || presetIndex >= TheBuyPresets->GetNumPresets() )
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{
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PRESET_DEBUG( "cl_buy_favorite: favorite %d doesn't exist\n", presetIndex );
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PrintBuyPresetUsage();
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return;
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}
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TheBuyPresets->PurchasePreset( presetIndex );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Callback function for handling the "cl_buy_favorite_set" command
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*/
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CON_COMMAND_F( cl_buy_favorite_set, "Saves the current loadout as a favorite", FCVAR_CLIENTCMD_CAN_EXECUTE )
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{
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if ( !engine->IsConnected() )
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return;
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if ( !TheBuyPresets )
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TheBuyPresets = new BuyPresetManager();
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if ( args.ArgC() != 2 )
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{
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PRESET_DEBUG( "cl_buy_favorite_set: no favorite specified\n" );
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PrintBuyPresetUsage();
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return;
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}
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int presetIndex = atoi( args[ 1 ] ) - 1;
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if ( presetIndex < 0 || presetIndex >= TheBuyPresets->GetNumPresets() )
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{
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PRESET_DEBUG( "cl_buy_favorite_set: favorite %d doesn't exist\n", presetIndex );
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PrintBuyPresetUsage();
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return;
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}
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const BuyPreset *preset = TheBuyPresets->GetPreset( presetIndex );
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if ( !preset )
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{
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return;
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}
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WeaponSet ws;
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TheBuyPresets->GetCurrentLoadout( &ws );
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BuyPreset newPreset( *preset );
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newPreset.ReplaceSet( 0, ws );
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TheBuyPresets->SetPreset( presetIndex, &newPreset );
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TheBuyPresets->Save();
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pPlayer )
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{
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pPlayer->EmitSound( "BuyPreset.Updated" );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Callback function for handling the "cl_buy_favorite_reset" command
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*/
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void __CmdFunc_BuyPresetsReset(void)
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{
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if ( !engine->IsConnected() )
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return;
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if ( !TheBuyPresets )
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TheBuyPresets = new BuyPresetManager();
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( !pPlayer || ( pPlayer->GetTeamNumber() != TEAM_CT && pPlayer->GetTeamNumber() != TEAM_TERRORIST ) )
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{
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return;
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}
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TheBuyPresets->ResetEditToDefaults();
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TheBuyPresets->SetPresets( TheBuyPresets->GetEditPresets() );
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TheBuyPresets->Save();
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}
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ConCommand cl_buy_favorite_reset( "cl_buy_favorite_reset", __CmdFunc_BuyPresetsReset, "Reset favorite loadouts to the default", FCVAR_CLIENTCMD_CAN_EXECUTE );
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#endif // USE_BUY_PRESETS
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//--------------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Creates the BuyPresetManager singleton
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*/
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BuyPresetManager::BuyPresetManager()
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{
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m_loadedTeam = TEAM_UNASSIGNED;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Resets the BuyPresetManager, loading BuyPresets from disk. If no presets are defined, it loads the
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* default presets instead.
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*/
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void BuyPresetManager::VerifyLoadedTeam( void )
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{
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#if USE_BUY_PRESETS
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( !pPlayer )
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return;
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int playerTeam = pPlayer->GetTeamNumber();
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if ( playerTeam == m_loadedTeam )
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return;
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if ( playerTeam != TEAM_CT && playerTeam != TEAM_TERRORIST )
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return;
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m_presets.RemoveAll();
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const char *filename = "cfg/BuyPresets_TER.vdf";
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if ( playerTeam == TEAM_CT )
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{
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filename = "cfg/BuyPresets_CT.vdf";
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}
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KeyValues *data;
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KeyValues *presetKey;
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data = new KeyValues( "Presets" );
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bool fileExists = data->LoadFromFile( filesystem, filename, NULL );
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presetKey = data->GetFirstSubKey();
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while ( presetKey )
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{
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BuyPreset preset;
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preset.Parse( presetKey );
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m_presets.AddToTail(preset);
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presetKey = presetKey->GetNextKey();
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}
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if ( !m_presets.Count() )
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{
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const char *filename = "cfg/BuyPresetsDefault_TER.vdf";
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if ( playerTeam == TEAM_CT )
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{
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filename = "cfg/BuyPresetsDefault_CT.vdf";
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}
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KeyValues *data;
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KeyValues *presetKey;
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data = new KeyValues( "Presets" );
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data->LoadFromFile( filesystem, filename, NULL );
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presetKey = data->GetFirstSubKey();
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while ( presetKey )
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{
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BuyPreset preset;
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preset.Parse( presetKey );
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m_presets.AddToTail(preset);
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presetKey = presetKey->GetNextKey();
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}
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data->deleteThis();
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}
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// Guarantee we have at least this many presets, even if they are blank
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while ( m_presets.Count() < NUM_PRESETS )
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{
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BuyPreset preset;
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m_presets.AddToTail(preset);
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}
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data->deleteThis();
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m_editPresets = m_presets;
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if ( !fileExists )
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Save();
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#endif // USE_BUY_PRESETS
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Loads the default presets into the editing presets (e.g. when hitting the "Use Defaults" button)
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*/
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void BuyPresetManager::ResetEditToDefaults( void )
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{
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#if USE_BUY_PRESETS
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VerifyLoadedTeam();
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( !pPlayer )
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return;
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int playerTeam = pPlayer->GetTeamNumber();
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if ( playerTeam != TEAM_CT && playerTeam != TEAM_TERRORIST )
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return;
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m_editPresets.RemoveAll();
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const char *filename = "cfg/BuyPresetsDefault_TER.vdf";
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if ( playerTeam == TEAM_CT )
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{
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filename = "cfg/BuyPresetsDefault_CT.vdf";
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}
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KeyValues *data;
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KeyValues *presetKey;
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data = new KeyValues( "Presets" );
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data->LoadFromFile( filesystem, filename, NULL );
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presetKey = data->GetFirstSubKey();
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while ( presetKey )
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{
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BuyPreset preset;
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preset.Parse( presetKey );
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m_editPresets.AddToTail(preset);
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presetKey = presetKey->GetNextKey();
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}
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data->deleteThis();
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#endif // USE_BUY_PRESETS
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Saves the current BuyPresets to disk
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*/
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void BuyPresetManager::Save()
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{
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#if USE_BUY_PRESETS
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( !pPlayer )
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return;
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const char *filename = "cfg/BuyPresets_TER.vdf";
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switch ( pPlayer->GetTeamNumber() )
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{
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case TEAM_CT:
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filename = "cfg/BuyPresets_CT.vdf";
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break;
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case TEAM_TERRORIST:
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filename = "cfg/BuyPresets_TER.vdf";
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break;
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default:
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return; // don't bother saving presets unless we're on a team
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}
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KeyValues *data = new KeyValues( "Presets" );
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for( int i=0; i<m_presets.Count(); ++i )
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{
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m_presets[i].Save( data );
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}
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data->SaveToFile( filesystem, filename, NULL );
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data->deleteThis();
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#endif // USE_BUY_PRESETS
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns the specified "live" preset, or NULL if it doesn't exist
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*/
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const BuyPreset * BuyPresetManager::GetPreset( int index ) const
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{
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if ( index < 0 || index >= m_presets.Count() )
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{
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return NULL;
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}
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return &(m_presets[index]);
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}
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//--------------------------------------------------------------------------------------------------------------
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void BuyPresetManager::SetPreset( int index, const BuyPreset *preset )
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{
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if ( index < 0 || index >= m_presets.Count() || !preset )
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{
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return;
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}
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m_presets[index] = *preset;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns the specified editing preset, or NULL if it doesn't exist
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*/
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BuyPreset * BuyPresetManager::GetEditPreset( int index )
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{
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if ( index < 0 || index >= m_editPresets.Count() )
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{
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return NULL;
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}
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return &(m_editPresets[index]);
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Generates and sends buy commands to buy a specific preset
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*/
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void BuyPresetManager::PurchasePreset( int presetIndex )
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{
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if ( presetIndex >= 0 && presetIndex < m_presets.Count() )
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{
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const BuyPreset *preset = &(m_presets[presetIndex]);
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int setIndex;
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for ( setIndex = 0; setIndex < preset->GetNumSets(); ++setIndex )
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{
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// Try to buy this weapon set.
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const WeaponSet *itemSet = preset->GetSet( setIndex );
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if ( itemSet )
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{
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int currentCost;
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WeaponSet currentSet;
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itemSet->GetCurrent( currentCost, currentSet );
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if ( currentCost > 0 )
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{
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PRESET_DEBUG( "cl_buy_favorite: buying %ls for a total of $%d.\n",
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preset->GetName(),
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currentCost );
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char buf[BUY_PRESET_COMMAND_LEN];
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currentSet.GenerateBuyCommands( buf );
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// Send completed string
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PRESET_DEBUG( "%s\n", buf );
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engine->ClientCmd( buf );
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return;
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}
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else if ( currentCost == 0 )
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{
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pPlayer )
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{
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pPlayer->EmitSound( "BuyPreset.AlreadyBought" );
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}
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// We have everything already. Let the player know.
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if ( setIndex == 0 )
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{
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PRESET_DEBUG( "cl_buy_favorite: already have a complete %ls set.\n", preset->GetName() );
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}
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else
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{
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PRESET_DEBUG( "cl_buy_favorite: can't afford anything better from %ls.\n", preset->GetName() );
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}
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return;
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}
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}
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}
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pPlayer )
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{
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pPlayer->EmitSound( "BuyPreset.CantBuy" );
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}
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PRESET_DEBUG( "cl_buy_favorite: can't afford anything better from %ls.\n", preset->GetName() );
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return;
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}
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// We failed to buy anything. Let the player know.
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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if ( pPlayer )
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{
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pPlayer->EmitSound( "BuyPreset.CantBuy" );
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}
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PRESET_DEBUG( "cl_buy_favorite: preset %d doesn't exist.\n", presetIndex );
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}
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//--------------------------------------------------------------------------------------------------------------
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