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137 lines
3.9 KiB
137 lines
3.9 KiB
![]()
4 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 "sdk_playerclass_info_parse.h"
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#include "weapon_sdkbase.h"
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#include <KeyValues.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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//Tony; due to the nature of the base code.. I must do this !
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FilePlayerClassInfo_t* CreatePlayerClassInfo()
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{
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#if defined ( SDK_USE_PLAYERCLASSES )
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return new CSDKPlayerClassInfo;
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#else
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return new FilePlayerClassInfo_t;
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#endif
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}
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#if defined ( SDK_USE_PLAYERCLASSES )
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CSDKPlayerClassInfo::CSDKPlayerClassInfo()
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{
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m_iTeam= TEAM_UNASSIGNED;
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m_iPrimaryWeapon= WEAPON_NONE;
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m_iSecondaryWeapon= WEAPON_NONE;
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m_iMeleeWeapon= WEAPON_NONE;
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m_iNumGrensType1 = 0;
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m_iGrenType1 = WEAPON_NONE;
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m_iNumGrensType2 = 0;
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m_iGrenType2 = WEAPON_NONE;
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m_szLimitCvar[0] = '\0';
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m_flRunSpeed = SDK_DEFAULT_PLAYER_RUNSPEED;
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m_flSprintSpeed = SDK_DEFAULT_PLAYER_RUNSPEED;
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m_flProneSpeed = SDK_DEFAULT_PLAYER_RUNSPEED;
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m_iArmor = 0;
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}
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void CSDKPlayerClassInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
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{
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BaseClass::Parse( pKeyValuesData, szWeaponName );
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m_iTeam= pKeyValuesData->GetInt( "team", TEAM_UNASSIGNED );
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// Figure out what team can have this player class
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m_iTeam = TEAM_UNASSIGNED;
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//Tony; don't check for teams unless we're using teams. You could do a free for all, but class / character based game if you wanted.
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#ifdef SDK_USE_TEAMS
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const char *pTeam = pKeyValuesData->GetString( "team", NULL );
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if ( pTeam )
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{
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if ( Q_stricmp( pTeam, "BLUE" ) == 0 )
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{
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m_iTeam = SDK_TEAM_BLUE;
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}
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else if ( Q_stricmp( pTeam, "RED" ) == 0 )
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{
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m_iTeam = SDK_TEAM_RED;
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}
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else
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{
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Assert( false );
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}
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}
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else
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{
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Assert( false );
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}
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#endif
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const char *pszPrimaryWeapon = pKeyValuesData->GetString( "primaryweapon", NULL );
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m_iPrimaryWeapon = AliasToWeaponID( pszPrimaryWeapon );
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Assert( m_iPrimaryWeapon != WEAPON_NONE ); // require player to have a primary weapon
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const char *pszSecondaryWeapon = pKeyValuesData->GetString( "secondaryweapon", NULL );
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if ( pszSecondaryWeapon )
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{
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m_iSecondaryWeapon = AliasToWeaponID( pszSecondaryWeapon );
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// Assert( m_iSecondaryWeapon != WEAPON_NONE );
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}
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else
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m_iSecondaryWeapon = WEAPON_NONE;
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const char *pszMeleeWeapon = pKeyValuesData->GetString( "meleeweapon", NULL );
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if ( pszMeleeWeapon )
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{
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m_iMeleeWeapon = AliasToWeaponID( pszMeleeWeapon );
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// Assert( m_iMeleeWeapon != WEAPON_NONE );
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}
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else
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m_iMeleeWeapon = WEAPON_NONE;
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m_iNumGrensType1 = pKeyValuesData->GetInt( "numgrens", 0 );
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if ( m_iNumGrensType1 > 0 )
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{
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const char *pszGrenType1 = pKeyValuesData->GetString( "grenadetype", NULL );
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m_iGrenType1 = AliasToWeaponID( pszGrenType1 );
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// Assert( m_iGrenType1 != WEAPON_NONE );
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}
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m_iNumGrensType2 = pKeyValuesData->GetInt( "numgrens2", 0 );
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if ( m_iNumGrensType2 > 0 )
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{
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const char *pszGrenType2 = pKeyValuesData->GetString( "grenadetype2", NULL );
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m_iGrenType2 = AliasToWeaponID( pszGrenType2 );
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// Assert( m_iGrenType2 != WEAPON_NONE );
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}
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Q_strncpy( m_szLimitCvar, pKeyValuesData->GetString( "limitcvar", "!! Missing limit cvar on Player Class" ), sizeof(m_szLimitCvar) );
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Assert( Q_strlen( m_szLimitCvar ) > 0 && "Every class must specify a limitcvar" );
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// HUD player status health images (when the player is hurt)
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Q_strncpy( m_szClassImage, pKeyValuesData->GetString( "classimage", "white" ), sizeof( m_szClassImage ) );
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Q_strncpy( m_szClassImageBG, pKeyValuesData->GetString( "classimagebg", "white" ), sizeof( m_szClassImageBG ) );
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m_flRunSpeed = pKeyValuesData->GetFloat( "RunSpeed", SDK_DEFAULT_PLAYER_RUNSPEED );
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m_flSprintSpeed = pKeyValuesData->GetFloat( "SprintSpeed", SDK_DEFAULT_PLAYER_RUNSPEED );
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m_flProneSpeed = pKeyValuesData->GetFloat( "ProneSpeed", SDK_DEFAULT_PLAYER_RUNSPEED );
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m_iArmor = pKeyValuesData->GetInt( "armor", 0 );
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}
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#endif // SDK_USE_PLAYERCLASSES
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