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601 lines
18 KiB
601 lines
18 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Controls the loading, parsing and creation of the entities from the BSP. |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "entitylist.h" |
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#include "mapentities_shared.h" |
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#include "soundent.h" |
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#include "TemplateEntities.h" |
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#include "point_template.h" |
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#include "ai_initutils.h" |
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#include "lights.h" |
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#include "mapentities.h" |
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#include "wcedit.h" |
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#include "stringregistry.h" |
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#include "datacache/imdlcache.h" |
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#include "world.h" |
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#include "toolframework/iserverenginetools.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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struct HierarchicalSpawnMapData_t |
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{ |
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const char *m_pMapData; |
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int m_iMapDataLength; |
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}; |
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static CStringRegistry *g_pClassnameSpawnPriority = NULL; |
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extern edict_t *g_pForceAttachEdict; |
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// creates an entity by string name, but does not spawn it |
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CBaseEntity *CreateEntityByName( const char *className, int iForceEdictIndex ) |
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{ |
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if ( iForceEdictIndex != -1 ) |
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{ |
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g_pForceAttachEdict = engine->CreateEdict( iForceEdictIndex ); |
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if ( !g_pForceAttachEdict ) |
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Error( "CreateEntityByName( %s, %d ) - CreateEdict failed.", className, iForceEdictIndex ); |
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} |
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IServerNetworkable *pNetwork = EntityFactoryDictionary()->Create( className ); |
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g_pForceAttachEdict = NULL; |
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if ( !pNetwork ) |
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return NULL; |
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CBaseEntity *pEntity = pNetwork->GetBaseEntity(); |
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Assert( pEntity ); |
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return pEntity; |
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} |
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CBaseNetworkable *CreateNetworkableByName( const char *className ) |
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{ |
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IServerNetworkable *pNetwork = EntityFactoryDictionary()->Create( className ); |
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if ( !pNetwork ) |
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return NULL; |
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CBaseNetworkable *pNetworkable = pNetwork->GetBaseNetworkable(); |
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Assert( pNetworkable ); |
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return pNetworkable; |
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} |
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void FreeContainingEntity( edict_t *ed ) |
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{ |
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if ( ed ) |
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{ |
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CBaseEntity *ent = GetContainingEntity( ed ); |
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if ( ent ) |
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{ |
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ed->SetEdict( NULL, false ); |
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CBaseEntity::PhysicsRemoveTouchedList( ent ); |
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CBaseEntity::PhysicsRemoveGroundList( ent ); |
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UTIL_RemoveImmediate( ent ); |
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} |
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} |
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} |
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// parent name may have a , in it to include an attachment point |
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string_t ExtractParentName(string_t parentName) |
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{ |
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if ( !strchr(STRING(parentName), ',') ) |
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return parentName; |
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char szToken[256]; |
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nexttoken(szToken, STRING(parentName), ','); |
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return AllocPooledString(szToken); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Callback function for qsort, used to sort entities by their depth |
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// in the movement hierarchy. |
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// Input : pEnt1 - |
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// pEnt2 - |
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// Output : Returns -1, 0, or 1 per qsort spec. |
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//----------------------------------------------------------------------------- |
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static int __cdecl CompareSpawnOrder(HierarchicalSpawn_t *pEnt1, HierarchicalSpawn_t *pEnt2) |
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{ |
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if (pEnt1->m_nDepth == pEnt2->m_nDepth) |
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{ |
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if ( g_pClassnameSpawnPriority ) |
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{ |
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int o1 = pEnt1->m_hEntity ? g_pClassnameSpawnPriority->GetStringID( pEnt1->m_hEntity->GetClassname() ) : -1; |
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int o2 = pEnt2->m_hEntity ? g_pClassnameSpawnPriority->GetStringID( pEnt2->m_hEntity->GetClassname() ) : -1; |
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if ( o1 < o2 ) |
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return 1; |
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if ( o2 < o1 ) |
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return -1; |
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} |
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return 0; |
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} |
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if (pEnt1->m_nDepth > pEnt2->m_nDepth) |
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return 1; |
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return -1; |
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} |
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//----------------------------------------------------------------------------- |
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// Computes the hierarchical depth of the entities to spawn.. |
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//----------------------------------------------------------------------------- |
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static int ComputeSpawnHierarchyDepth_r( CBaseEntity *pEntity ) |
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{ |
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if ( !pEntity ) |
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return 1; |
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if (pEntity->m_iParent == NULL_STRING) |
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return 1; |
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CBaseEntity *pParent = gEntList.FindEntityByName( NULL, ExtractParentName(pEntity->m_iParent) ); |
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if (!pParent) |
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return 1; |
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if (pParent == pEntity) |
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{ |
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Warning( "LEVEL DESIGN ERROR: Entity %s is parented to itself!\n", pEntity->GetDebugName() ); |
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return 1; |
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} |
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return 1 + ComputeSpawnHierarchyDepth_r( pParent ); |
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} |
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static void ComputeSpawnHierarchyDepth( int nEntities, HierarchicalSpawn_t *pSpawnList ) |
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{ |
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// NOTE: This isn't particularly efficient, but so what? It's at the beginning of time |
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// I did it this way because it simplified the parent setting in hierarchy (basically |
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// eliminated questions about whether you should transform origin from global to local or not) |
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int nEntity; |
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for (nEntity = 0; nEntity < nEntities; nEntity++) |
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{ |
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CBaseEntity *pEntity = pSpawnList[nEntity].m_hEntity; |
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if (pEntity && !pEntity->IsDormant()) |
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{ |
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pSpawnList[nEntity].m_nDepth = ComputeSpawnHierarchyDepth_r( pEntity ); |
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} |
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else |
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{ |
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pSpawnList[nEntity].m_nDepth = 1; |
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} |
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} |
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} |
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static void SortSpawnListByHierarchy( int nEntities, HierarchicalSpawn_t *pSpawnList ) |
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{ |
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MEM_ALLOC_CREDIT(); |
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g_pClassnameSpawnPriority = new CStringRegistry; |
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// this will cause the entities to be spawned in the indicated order |
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// Highest string ID spawns first. String ID is spawn priority. |
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// by default, anything not in this list has priority -1 |
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g_pClassnameSpawnPriority->AddString( "func_wall", 10 ); |
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g_pClassnameSpawnPriority->AddString( "scripted_sequence", 9 ); |
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g_pClassnameSpawnPriority->AddString( "phys_hinge", 8 ); |
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g_pClassnameSpawnPriority->AddString( "phys_ballsocket", 8 ); |
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g_pClassnameSpawnPriority->AddString( "phys_slideconstraint", 8 ); |
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g_pClassnameSpawnPriority->AddString( "phys_constraint", 8 ); |
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g_pClassnameSpawnPriority->AddString( "phys_pulleyconstraint", 8 ); |
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g_pClassnameSpawnPriority->AddString( "phys_lengthconstraint", 8 ); |
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g_pClassnameSpawnPriority->AddString( "phys_ragdollconstraint", 8 ); |
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g_pClassnameSpawnPriority->AddString( "info_mass_center", 8 ); // spawn these before physbox/prop_physics |
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g_pClassnameSpawnPriority->AddString( "trigger_vphysics_motion", 8 ); // spawn these before physbox/prop_physics |
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g_pClassnameSpawnPriority->AddString( "prop_physics", 7 ); |
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g_pClassnameSpawnPriority->AddString( "prop_ragdoll", 7 ); |
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// Sort the entities (other than the world) by hierarchy depth, in order to spawn them in |
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// that order. This insures that each entity's parent spawns before it does so that |
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// it can properly set up anything that relies on hierarchy. |
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#ifdef _WIN32 |
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qsort(&pSpawnList[0], nEntities, sizeof(pSpawnList[0]), (int (__cdecl *)(const void *, const void *))CompareSpawnOrder); |
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#elif POSIX |
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qsort(&pSpawnList[0], nEntities, sizeof(pSpawnList[0]), (int (*)(const void *, const void *))CompareSpawnOrder); |
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#endif |
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delete g_pClassnameSpawnPriority; |
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g_pClassnameSpawnPriority = NULL; |
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} |
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void SetupParentsForSpawnList( int nEntities, HierarchicalSpawn_t *pSpawnList ) |
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{ |
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int nEntity; |
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for (nEntity = nEntities - 1; nEntity >= 0; nEntity--) |
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{ |
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CBaseEntity *pEntity = pSpawnList[nEntity].m_hEntity; |
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if ( pEntity ) |
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{ |
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if ( strchr(STRING(pEntity->m_iParent), ',') ) |
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{ |
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char szToken[256]; |
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const char *pAttachmentName = nexttoken(szToken, STRING(pEntity->m_iParent), ','); |
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pEntity->m_iParent = AllocPooledString(szToken); |
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CBaseEntity *pParent = gEntList.FindEntityByName( NULL, pEntity->m_iParent ); |
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// setparent in the spawn pass instead - so the model will have been set & loaded |
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pSpawnList[nEntity].m_pDeferredParent = pParent; |
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pSpawnList[nEntity].m_pDeferredParentAttachment = pAttachmentName; |
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} |
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else |
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{ |
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CBaseEntity *pParent = gEntList.FindEntityByName( NULL, pEntity->m_iParent ); |
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if ((pParent != NULL) && (pParent->edict() != NULL)) |
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{ |
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pEntity->SetParent( pParent ); |
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} |
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} |
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} |
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} |
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} |
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// this is a hook for edit mode |
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void RememberInitialEntityPositions( int nEntities, HierarchicalSpawn_t *pSpawnList ) |
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{ |
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for (int nEntity = 0; nEntity < nEntities; nEntity++) |
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{ |
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CBaseEntity *pEntity = pSpawnList[nEntity].m_hEntity; |
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if ( pEntity ) |
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{ |
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NWCEdit::RememberEntityPosition( pEntity ); |
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} |
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} |
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} |
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void SpawnAllEntities( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities ) |
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{ |
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int nEntity; |
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for (nEntity = 0; nEntity < nEntities; nEntity++) |
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{ |
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VPROF( "MapEntity_ParseAllEntities_Spawn"); |
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CBaseEntity *pEntity = pSpawnList[nEntity].m_hEntity; |
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if ( pSpawnList[nEntity].m_pDeferredParent ) |
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{ |
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// UNDONE: Promote this up to the root of this function? |
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MDLCACHE_CRITICAL_SECTION(); |
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CBaseEntity *pParent = pSpawnList[nEntity].m_pDeferredParent; |
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int iAttachment = -1; |
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CBaseAnimating *pAnim = pParent->GetBaseAnimating(); |
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if ( pAnim ) |
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{ |
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iAttachment = pAnim->LookupAttachment(pSpawnList[nEntity].m_pDeferredParentAttachment); |
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} |
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pEntity->SetParent( pParent, iAttachment ); |
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} |
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if ( pEntity ) |
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{ |
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if (DispatchSpawn(pEntity) < 0) |
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{ |
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for ( int i = nEntity+1; i < nEntities; i++ ) |
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{ |
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// this is a child object that will be deleted now |
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if ( pSpawnList[i].m_hEntity && pSpawnList[i].m_hEntity->IsMarkedForDeletion() ) |
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{ |
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pSpawnList[i].m_hEntity = NULL; |
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} |
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} |
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// Spawn failed. |
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gEntList.CleanupDeleteList(); |
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// Remove the entity from the spawn list |
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pSpawnList[nEntity].m_hEntity = NULL; |
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} |
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} |
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} |
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if ( bActivateEntities ) |
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{ |
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VPROF( "MapEntity_ParseAllEntities_Activate"); |
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bool bAsyncAnims = mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, false ); |
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for (nEntity = 0; nEntity < nEntities; nEntity++) |
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{ |
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CBaseEntity *pEntity = pSpawnList[nEntity].m_hEntity; |
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if ( pEntity ) |
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{ |
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MDLCACHE_CRITICAL_SECTION(); |
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pEntity->Activate(); |
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} |
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} |
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mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, bAsyncAnims ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP. |
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// Input : pMapData - Pointer to the entity data block to parse. |
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//----------------------------------------------------------------------------- |
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void MapEntity_ParseAllEntities(const char *pMapData, IMapEntityFilter *pFilter, bool bActivateEntities) |
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{ |
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VPROF("MapEntity_ParseAllEntities"); |
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HierarchicalSpawnMapData_t *pSpawnMapData = new HierarchicalSpawnMapData_t[NUM_ENT_ENTRIES]; |
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HierarchicalSpawn_t *pSpawnList = new HierarchicalSpawn_t[NUM_ENT_ENTRIES]; |
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CUtlVector< CPointTemplate* > pPointTemplates; |
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int nEntities = 0; |
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char szTokenBuffer[MAPKEY_MAXLENGTH]; |
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// Allow the tools to spawn different things |
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if ( serverenginetools ) |
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{ |
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pMapData = serverenginetools->GetEntityData( pMapData ); |
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} |
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// Loop through all entities in the map data, creating each. |
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for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) ) |
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{ |
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// |
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// Parse the opening brace. |
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// |
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char token[MAPKEY_MAXLENGTH]; |
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pMapData = MapEntity_ParseToken( pMapData, token ); |
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// |
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// Check to see if we've finished or not. |
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// |
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if (!pMapData) |
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break; |
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if (token[0] != '{') |
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{ |
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Error( "MapEntity_ParseAllEntities: found %s when expecting {", token); |
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continue; |
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} |
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// |
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// Parse the entity and add it to the spawn list. |
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// |
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CBaseEntity *pEntity; |
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const char *pCurMapData = pMapData; |
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pMapData = MapEntity_ParseEntity(pEntity, pMapData, pFilter); |
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if (pEntity == NULL) |
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continue; |
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if (pEntity->IsTemplate()) |
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{ |
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// It's a template entity. Squirrel away its keyvalue text so that we can |
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// recreate the entity later via a spawner. pMapData points at the '}' |
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// so we must add one to include it in the string. |
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Templates_Add(pEntity, pCurMapData, (pMapData - pCurMapData) + 2); |
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// Remove the template entity so that it does not show up in FindEntityXXX searches. |
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UTIL_Remove(pEntity); |
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gEntList.CleanupDeleteList(); |
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continue; |
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} |
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// To |
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if ( dynamic_cast<CWorld*>( pEntity ) ) |
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{ |
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VPROF( "MapEntity_ParseAllEntities_SpawnWorld"); |
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pEntity->m_iParent = NULL_STRING; // don't allow a parent on the first entity (worldspawn) |
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DispatchSpawn(pEntity); |
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continue; |
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} |
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CNodeEnt *pNode = dynamic_cast<CNodeEnt*>(pEntity); |
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if ( pNode ) |
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{ |
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VPROF( "MapEntity_ParseAllEntities_SpawnTransients"); |
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// We overflow the max edicts on large maps that have lots of entities. |
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// Nodes & Lights remove themselves immediately on Spawn(), so dispatch their |
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// spawn now, to free up the slot inside this loop. |
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// NOTE: This solution prevents nodes & lights from being used inside point_templates. |
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// |
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// NOTE: Nodes spawn other entities (ai_hint) if they need to have a persistent presence. |
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// To ensure keys are copied over into the new entity, we pass the mapdata into the |
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// node spawn function. |
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if ( pNode->Spawn( pCurMapData ) < 0 ) |
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{ |
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gEntList.CleanupDeleteList(); |
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} |
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continue; |
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} |
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if ( dynamic_cast<CLight*>(pEntity) ) |
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{ |
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VPROF( "MapEntity_ParseAllEntities_SpawnTransients"); |
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// We overflow the max edicts on large maps that have lots of entities. |
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// Nodes & Lights remove themselves immediately on Spawn(), so dispatch their |
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// spawn now, to free up the slot inside this loop. |
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// NOTE: This solution prevents nodes & lights from being used inside point_templates. |
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if (DispatchSpawn(pEntity) < 0) |
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{ |
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gEntList.CleanupDeleteList(); |
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} |
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continue; |
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} |
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// Build a list of all point_template's so we can spawn them before everything else |
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CPointTemplate *pTemplate = dynamic_cast< CPointTemplate* >(pEntity); |
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if ( pTemplate ) |
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{ |
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pPointTemplates.AddToTail( pTemplate ); |
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} |
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else |
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{ |
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// Queue up this entity for spawning |
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pSpawnList[nEntities].m_hEntity = pEntity; |
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pSpawnList[nEntities].m_nDepth = 0; |
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pSpawnList[nEntities].m_pDeferredParentAttachment = NULL; |
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pSpawnList[nEntities].m_pDeferredParent = NULL; |
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pSpawnMapData[nEntities].m_pMapData = pCurMapData; |
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pSpawnMapData[nEntities].m_iMapDataLength = (pMapData - pCurMapData) + 2; |
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nEntities++; |
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} |
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} |
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// Now loop through all our point_template entities and tell them to make templates of everything they're pointing to |
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int iTemplates = pPointTemplates.Count(); |
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for ( int i = 0; i < iTemplates; i++ ) |
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{ |
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VPROF( "MapEntity_ParseAllEntities_SpawnTemplates"); |
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CPointTemplate *pPointTemplate = pPointTemplates[i]; |
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// First, tell the Point template to Spawn |
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if ( DispatchSpawn(pPointTemplate) < 0 ) |
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{ |
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UTIL_Remove(pPointTemplate); |
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gEntList.CleanupDeleteList(); |
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continue; |
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} |
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pPointTemplate->StartBuildingTemplates(); |
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// Now go through all it's templates and turn the entities into templates |
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int iNumTemplates = pPointTemplate->GetNumTemplateEntities(); |
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for ( int iTemplateNum = 0; iTemplateNum < iNumTemplates; iTemplateNum++ ) |
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{ |
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// Find it in the spawn list |
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CBaseEntity *pEntity = pPointTemplate->GetTemplateEntity( iTemplateNum ); |
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for ( int iEntNum = 0; iEntNum < nEntities; iEntNum++ ) |
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{ |
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if ( pSpawnList[iEntNum].m_hEntity == pEntity ) |
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{ |
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// Give the point_template the mapdata |
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pPointTemplate->AddTemplate( pEntity, pSpawnMapData[iEntNum].m_pMapData, pSpawnMapData[iEntNum].m_iMapDataLength ); |
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if ( pPointTemplate->ShouldRemoveTemplateEntities() ) |
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{ |
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// Remove the template entity so that it does not show up in FindEntityXXX searches. |
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UTIL_Remove(pEntity); |
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gEntList.CleanupDeleteList(); |
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// Remove the entity from the spawn list |
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pSpawnList[iEntNum].m_hEntity = NULL; |
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} |
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break; |
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} |
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} |
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} |
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pPointTemplate->FinishBuildingTemplates(); |
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} |
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SpawnHierarchicalList( nEntities, pSpawnList, bActivateEntities ); |
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delete [] pSpawnMapData; |
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delete [] pSpawnList; |
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} |
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void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities ) |
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{ |
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// Compute the hierarchical depth of all entities hierarchically attached |
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ComputeSpawnHierarchyDepth( nEntities, pSpawnList ); |
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|
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// Sort the entities (other than the world) by hierarchy depth, in order to spawn them in |
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// that order. This insures that each entity's parent spawns before it does so that |
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// it can properly set up anything that relies on hierarchy. |
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SortSpawnListByHierarchy( nEntities, pSpawnList ); |
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// save off entity positions if in edit mode |
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if ( engine->IsInEditMode() ) |
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{ |
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RememberInitialEntityPositions( nEntities, pSpawnList ); |
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} |
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// Set up entity movement hierarchy in reverse hierarchy depth order. This allows each entity |
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// to use its parent's world spawn origin to calculate its local origin. |
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SetupParentsForSpawnList( nEntities, pSpawnList ); |
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// Spawn all the entities in hierarchy depth order so that parents spawn before their children. |
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SpawnAllEntities( nEntities, pSpawnList, bActivateEntities ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pEntData - |
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//----------------------------------------------------------------------------- |
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void MapEntity_PrecacheEntity( const char *pEntData, int &nStringSize ) |
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{ |
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CEntityMapData entData( (char*)pEntData, nStringSize ); |
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char className[MAPKEY_MAXLENGTH]; |
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if (!entData.ExtractValue("classname", className)) |
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{ |
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Error( "classname missing from entity!\n" ); |
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} |
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// Construct via the LINK_ENTITY_TO_CLASS factory. |
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CBaseEntity *pEntity = CreateEntityByName(className); |
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// |
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// Set up keyvalues, which can set the model name, which is why we don't just do UTIL_PrecacheOther here... |
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// |
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if ( pEntity != NULL ) |
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{ |
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pEntity->ParseMapData(&entData); |
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pEntity->Precache(); |
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UTIL_RemoveImmediate( pEntity ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Takes a block of character data as the input |
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// Input : pEntity - Receives the newly constructed entity, NULL on failure. |
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// pEntData - Data block to parse to extract entity keys. |
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// Output : Returns the current position in the entity data block. |
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//----------------------------------------------------------------------------- |
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const char *MapEntity_ParseEntity(CBaseEntity *&pEntity, const char *pEntData, IMapEntityFilter *pFilter) |
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{ |
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CEntityMapData entData( (char*)pEntData ); |
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char className[MAPKEY_MAXLENGTH]; |
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if (!entData.ExtractValue("classname", className)) |
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{ |
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Error( "classname missing from entity!\n" ); |
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} |
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pEntity = NULL; |
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if ( !pFilter || pFilter->ShouldCreateEntity( className ) ) |
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{ |
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// |
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// Construct via the LINK_ENTITY_TO_CLASS factory. |
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// |
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if ( pFilter ) |
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pEntity = pFilter->CreateNextEntity( className ); |
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else |
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pEntity = CreateEntityByName(className); |
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// |
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// Set up keyvalues. |
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// |
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if (pEntity != NULL) |
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{ |
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pEntity->ParseMapData(&entData); |
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} |
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else |
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{ |
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Warning("Can't init %s\n", className); |
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} |
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} |
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else |
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{ |
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// Just skip past all the keys. |
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char keyName[MAPKEY_MAXLENGTH]; |
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char value[MAPKEY_MAXLENGTH]; |
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if ( entData.GetFirstKey(keyName, value) ) |
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{ |
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do |
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{ |
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} |
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while ( entData.GetNextKey(keyName, value) ); |
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} |
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} |
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// |
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// Return the current parser position in the data block |
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// |
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return entData.CurrentBufferPosition(); |
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} |
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