//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "sdk_playerclass_info_parse.h" #include "weapon_sdkbase.h" #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //Tony; due to the nature of the base code.. I must do this ! FilePlayerClassInfo_t* CreatePlayerClassInfo() { #if defined ( SDK_USE_PLAYERCLASSES ) return new CSDKPlayerClassInfo; #else return new FilePlayerClassInfo_t; #endif } #if defined ( SDK_USE_PLAYERCLASSES ) CSDKPlayerClassInfo::CSDKPlayerClassInfo() { m_iTeam= TEAM_UNASSIGNED; m_iPrimaryWeapon= WEAPON_NONE; m_iSecondaryWeapon= WEAPON_NONE; m_iMeleeWeapon= WEAPON_NONE; m_iNumGrensType1 = 0; m_iGrenType1 = WEAPON_NONE; m_iNumGrensType2 = 0; m_iGrenType2 = WEAPON_NONE; m_szLimitCvar[0] = '\0'; m_flRunSpeed = SDK_DEFAULT_PLAYER_RUNSPEED; m_flSprintSpeed = SDK_DEFAULT_PLAYER_RUNSPEED; m_flProneSpeed = SDK_DEFAULT_PLAYER_RUNSPEED; m_iArmor = 0; } void CSDKPlayerClassInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) { BaseClass::Parse( pKeyValuesData, szWeaponName ); m_iTeam= pKeyValuesData->GetInt( "team", TEAM_UNASSIGNED ); // Figure out what team can have this player class m_iTeam = TEAM_UNASSIGNED; //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. #ifdef SDK_USE_TEAMS const char *pTeam = pKeyValuesData->GetString( "team", NULL ); if ( pTeam ) { if ( Q_stricmp( pTeam, "BLUE" ) == 0 ) { m_iTeam = SDK_TEAM_BLUE; } else if ( Q_stricmp( pTeam, "RED" ) == 0 ) { m_iTeam = SDK_TEAM_RED; } else { Assert( false ); } } else { Assert( false ); } #endif const char *pszPrimaryWeapon = pKeyValuesData->GetString( "primaryweapon", NULL ); m_iPrimaryWeapon = AliasToWeaponID( pszPrimaryWeapon ); Assert( m_iPrimaryWeapon != WEAPON_NONE ); // require player to have a primary weapon const char *pszSecondaryWeapon = pKeyValuesData->GetString( "secondaryweapon", NULL ); if ( pszSecondaryWeapon ) { m_iSecondaryWeapon = AliasToWeaponID( pszSecondaryWeapon ); // Assert( m_iSecondaryWeapon != WEAPON_NONE ); } else m_iSecondaryWeapon = WEAPON_NONE; const char *pszMeleeWeapon = pKeyValuesData->GetString( "meleeweapon", NULL ); if ( pszMeleeWeapon ) { m_iMeleeWeapon = AliasToWeaponID( pszMeleeWeapon ); // Assert( m_iMeleeWeapon != WEAPON_NONE ); } else m_iMeleeWeapon = WEAPON_NONE; m_iNumGrensType1 = pKeyValuesData->GetInt( "numgrens", 0 ); if ( m_iNumGrensType1 > 0 ) { const char *pszGrenType1 = pKeyValuesData->GetString( "grenadetype", NULL ); m_iGrenType1 = AliasToWeaponID( pszGrenType1 ); // Assert( m_iGrenType1 != WEAPON_NONE ); } m_iNumGrensType2 = pKeyValuesData->GetInt( "numgrens2", 0 ); if ( m_iNumGrensType2 > 0 ) { const char *pszGrenType2 = pKeyValuesData->GetString( "grenadetype2", NULL ); m_iGrenType2 = AliasToWeaponID( pszGrenType2 ); // Assert( m_iGrenType2 != WEAPON_NONE ); } Q_strncpy( m_szLimitCvar, pKeyValuesData->GetString( "limitcvar", "!! Missing limit cvar on Player Class" ), sizeof(m_szLimitCvar) ); Assert( Q_strlen( m_szLimitCvar ) > 0 && "Every class must specify a limitcvar" ); // HUD player status health images (when the player is hurt) Q_strncpy( m_szClassImage, pKeyValuesData->GetString( "classimage", "white" ), sizeof( m_szClassImage ) ); Q_strncpy( m_szClassImageBG, pKeyValuesData->GetString( "classimagebg", "white" ), sizeof( m_szClassImageBG ) ); m_flRunSpeed = pKeyValuesData->GetFloat( "RunSpeed", SDK_DEFAULT_PLAYER_RUNSPEED ); m_flSprintSpeed = pKeyValuesData->GetFloat( "SprintSpeed", SDK_DEFAULT_PLAYER_RUNSPEED ); m_flProneSpeed = pKeyValuesData->GetFloat( "ProneSpeed", SDK_DEFAULT_PLAYER_RUNSPEED ); m_iArmor = pKeyValuesData->GetInt( "armor", 0 ); } #endif // SDK_USE_PLAYERCLASSES