Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "replay/screenshot.h"
#include "replay/replayutils.h"
#include "replay/iclientreplaycontext.h"
#include "KeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------
bool CReplayScreenshot::Read( KeyValues *pIn )
{
m_nWidth = pIn->GetInt( "w" );
m_nHeight = pIn->GetInt( "h" );
V_strcpy_safe( m_szBaseFilename, pIn->GetString( "file", "" ) );
return true;
}
void CReplayScreenshot::Write( KeyValues *pOut )
{
pOut->SetInt( "w", m_nWidth );
pOut->SetInt( "h", m_nHeight );
pOut->SetString( "file", m_szBaseFilename );
}
const char *CReplayScreenshot::GetSubKeyTitle() const
{
return m_szBaseFilename;
}
const char *CReplayScreenshot::GetPath() const
{
extern IClientReplayContext *g_pClientReplayContext;
return Replay_va( "%s%s%c", g_pClientReplayContext->GetBaseDir(), SUBDIR_SCREENSHOTS, CORRECT_PATH_SEPARATOR );
}
//----------------------------------------------------------------------------------------