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604 lines
19 KiB
604 lines
19 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Shared util code between client and server. |
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// |
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//=============================================================================// |
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#ifndef UTIL_SHARED_H |
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#define UTIL_SHARED_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "mathlib/vector.h" |
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#include "cmodel.h" |
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#include "utlvector.h" |
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#include "networkvar.h" |
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#include "engine/IEngineTrace.h" |
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#include "engine/IStaticPropMgr.h" |
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#include "shared_classnames.h" |
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#ifdef CLIENT_DLL |
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#include "cdll_client_int.h" |
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#endif |
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#ifdef PORTAL |
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#include "portal_util_shared.h" |
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#endif |
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//----------------------------------------------------------------------------- |
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// Forward declarations |
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//----------------------------------------------------------------------------- |
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class CGameTrace; |
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class CBasePlayer; |
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typedef CGameTrace trace_t; |
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extern ConVar developer; // developer mode |
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//----------------------------------------------------------------------------- |
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// Language IDs. |
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//----------------------------------------------------------------------------- |
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#define LANGUAGE_ENGLISH 0 |
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#define LANGUAGE_GERMAN 1 |
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#define LANGUAGE_FRENCH 2 |
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#define LANGUAGE_BRITISH 3 |
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//----------------------------------------------------------------------------- |
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// Pitch + yaw |
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//----------------------------------------------------------------------------- |
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float UTIL_VecToYaw (const Vector &vec); |
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float UTIL_VecToPitch (const Vector &vec); |
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float UTIL_VecToYaw (const matrix3x4_t& matrix, const Vector &vec); |
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float UTIL_VecToPitch (const matrix3x4_t& matrix, const Vector &vec); |
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Vector UTIL_YawToVector ( float yaw ); |
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//----------------------------------------------------------------------------- |
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// Shared random number generators for shared/predicted code: |
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// whenever generating random numbers in shared/predicted code, these functions |
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// have to be used. Each call should specify a unique "sharedname" string that |
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// seeds the random number generator. In loops make sure the "additionalSeed" |
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// is increased with the loop counter, otherwise it will always return the |
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// same random number |
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//----------------------------------------------------------------------------- |
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float SharedRandomFloat( const char *sharedname, float flMinVal, float flMaxVal, int additionalSeed = 0 ); |
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int SharedRandomInt( const char *sharedname, int iMinVal, int iMaxVal, int additionalSeed = 0 ); |
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Vector SharedRandomVector( const char *sharedname, float minVal, float maxVal, int additionalSeed = 0 ); |
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QAngle SharedRandomAngle( const char *sharedname, float minVal, float maxVal, int additionalSeed = 0 ); |
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//----------------------------------------------------------------------------- |
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// Standard collision filters... |
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//----------------------------------------------------------------------------- |
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bool PassServerEntityFilter( const IHandleEntity *pTouch, const IHandleEntity *pPass ); |
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bool StandardFilterRules( IHandleEntity *pHandleEntity, int fContentsMask ); |
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//----------------------------------------------------------------------------- |
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// Converts an IHandleEntity to an CBaseEntity |
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//----------------------------------------------------------------------------- |
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inline const CBaseEntity *EntityFromEntityHandle( const IHandleEntity *pConstHandleEntity ) |
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{ |
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IHandleEntity *pHandleEntity = const_cast<IHandleEntity*>(pConstHandleEntity); |
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#ifdef CLIENT_DLL |
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IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity; |
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return pUnk->GetBaseEntity(); |
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#else |
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if ( staticpropmgr->IsStaticProp( pHandleEntity ) ) |
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return NULL; |
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IServerUnknown *pUnk = (IServerUnknown*)pHandleEntity; |
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return pUnk->GetBaseEntity(); |
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#endif |
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} |
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inline CBaseEntity *EntityFromEntityHandle( IHandleEntity *pHandleEntity ) |
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{ |
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#ifdef CLIENT_DLL |
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IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity; |
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return pUnk->GetBaseEntity(); |
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#else |
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if ( staticpropmgr->IsStaticProp( pHandleEntity ) ) |
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return NULL; |
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IServerUnknown *pUnk = (IServerUnknown*)pHandleEntity; |
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return pUnk->GetBaseEntity(); |
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#endif |
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} |
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typedef bool (*ShouldHitFunc_t)( IHandleEntity *pHandleEntity, int contentsMask ); |
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//----------------------------------------------------------------------------- |
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// traceline methods |
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//----------------------------------------------------------------------------- |
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class CTraceFilterSimple : public CTraceFilter |
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{ |
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public: |
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// It does have a base, but we'll never network anything below here.. |
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DECLARE_CLASS_NOBASE( CTraceFilterSimple ); |
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CTraceFilterSimple( const IHandleEntity *passentity, int collisionGroup, ShouldHitFunc_t pExtraShouldHitCheckFn = NULL ); |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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virtual void SetPassEntity( const IHandleEntity *pPassEntity ) { m_pPassEnt = pPassEntity; } |
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virtual void SetCollisionGroup( int iCollisionGroup ) { m_collisionGroup = iCollisionGroup; } |
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const IHandleEntity *GetPassEntity( void ){ return m_pPassEnt;} |
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private: |
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const IHandleEntity *m_pPassEnt; |
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int m_collisionGroup; |
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ShouldHitFunc_t m_pExtraShouldHitCheckFunction; |
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}; |
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class CTraceFilterSkipTwoEntities : public CTraceFilterSimple |
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{ |
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public: |
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// It does have a base, but we'll never network anything below here.. |
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DECLARE_CLASS( CTraceFilterSkipTwoEntities, CTraceFilterSimple ); |
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CTraceFilterSkipTwoEntities( const IHandleEntity *passentity, const IHandleEntity *passentity2, int collisionGroup ); |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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virtual void SetPassEntity2( const IHandleEntity *pPassEntity2 ) { m_pPassEnt2 = pPassEntity2; } |
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private: |
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const IHandleEntity *m_pPassEnt2; |
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}; |
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class CTraceFilterSimpleList : public CTraceFilterSimple |
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{ |
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public: |
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CTraceFilterSimpleList( int collisionGroup ); |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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void AddEntityToIgnore( IHandleEntity *pEntity ); |
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protected: |
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CUtlVector<IHandleEntity*> m_PassEntities; |
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}; |
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class CTraceFilterOnlyNPCsAndPlayer : public CTraceFilterSimple |
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{ |
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public: |
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CTraceFilterOnlyNPCsAndPlayer( const IHandleEntity *passentity, int collisionGroup ) |
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: CTraceFilterSimple( passentity, collisionGroup ) |
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{ |
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} |
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virtual TraceType_t GetTraceType() const |
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{ |
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return TRACE_ENTITIES_ONLY; |
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} |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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}; |
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class CTraceFilterNoNPCsOrPlayer : public CTraceFilterSimple |
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{ |
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public: |
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CTraceFilterNoNPCsOrPlayer( const IHandleEntity *passentity, int collisionGroup ) |
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: CTraceFilterSimple( passentity, collisionGroup ) |
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{ |
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} |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Custom trace filter used for NPC LOS traces |
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//----------------------------------------------------------------------------- |
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class CTraceFilterLOS : public CTraceFilterSkipTwoEntities |
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{ |
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public: |
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CTraceFilterLOS( IHandleEntity *pHandleEntity, int collisionGroup, IHandleEntity *pHandleEntity2 = NULL ); |
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bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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}; |
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class CTraceFilterSkipClassname : public CTraceFilterSimple |
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{ |
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public: |
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CTraceFilterSkipClassname( const IHandleEntity *passentity, const char *pchClassname, int collisionGroup ); |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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private: |
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const char *m_pchClassname; |
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}; |
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class CTraceFilterSkipTwoClassnames : public CTraceFilterSkipClassname |
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{ |
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public: |
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// It does have a base, but we'll never network anything below here.. |
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DECLARE_CLASS( CTraceFilterSkipTwoClassnames, CTraceFilterSkipClassname ); |
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CTraceFilterSkipTwoClassnames( const IHandleEntity *passentity, const char *pchClassname, const char *pchClassname2, int collisionGroup ); |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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private: |
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const char *m_pchClassname2; |
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}; |
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class CTraceFilterSimpleClassnameList : public CTraceFilterSimple |
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{ |
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public: |
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CTraceFilterSimpleClassnameList( const IHandleEntity *passentity, int collisionGroup ); |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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void AddClassnameToIgnore( const char *pchClassname ); |
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private: |
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CUtlVector<const char*> m_PassClassnames; |
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}; |
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class CTraceFilterChain : public CTraceFilter |
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{ |
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public: |
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CTraceFilterChain( ITraceFilter *pTraceFilter1, ITraceFilter *pTraceFilter2 ); |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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private: |
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ITraceFilter *m_pTraceFilter1; |
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ITraceFilter *m_pTraceFilter2; |
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}; |
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// helper |
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void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration ); |
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extern ConVar r_visualizetraces; |
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inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, |
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const IHandleEntity *ignore, int collisionGroup, trace_t *ptr ) |
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{ |
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Ray_t ray; |
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ray.Init( vecAbsStart, vecAbsEnd ); |
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CTraceFilterSimple traceFilter( ignore, collisionGroup ); |
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enginetrace->TraceRay( ray, mask, &traceFilter, ptr ); |
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if( r_visualizetraces.GetBool() ) |
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{ |
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DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f ); |
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} |
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} |
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inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, |
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ITraceFilter *pFilter, trace_t *ptr ) |
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{ |
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Ray_t ray; |
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ray.Init( vecAbsStart, vecAbsEnd ); |
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enginetrace->TraceRay( ray, mask, pFilter, ptr ); |
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if( r_visualizetraces.GetBool() ) |
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{ |
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DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f ); |
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} |
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} |
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inline void UTIL_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, |
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const Vector &hullMax, unsigned int mask, const IHandleEntity *ignore, |
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int collisionGroup, trace_t *ptr ) |
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{ |
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Ray_t ray; |
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ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax ); |
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CTraceFilterSimple traceFilter( ignore, collisionGroup ); |
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enginetrace->TraceRay( ray, mask, &traceFilter, ptr ); |
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if( r_visualizetraces.GetBool() ) |
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{ |
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DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, -1.0f ); |
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} |
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} |
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inline void UTIL_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, |
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const Vector &hullMax, unsigned int mask, ITraceFilter *pFilter, trace_t *ptr ) |
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{ |
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Ray_t ray; |
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ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax ); |
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enginetrace->TraceRay( ray, mask, pFilter, ptr ); |
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if( r_visualizetraces.GetBool() ) |
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{ |
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DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, -1.0f ); |
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} |
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} |
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inline void UTIL_TraceRay( const Ray_t &ray, unsigned int mask, |
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const IHandleEntity *ignore, int collisionGroup, trace_t *ptr, ShouldHitFunc_t pExtraShouldHitCheckFn = NULL ) |
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{ |
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CTraceFilterSimple traceFilter( ignore, collisionGroup, pExtraShouldHitCheckFn ); |
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enginetrace->TraceRay( ray, mask, &traceFilter, ptr ); |
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if( r_visualizetraces.GetBool() ) |
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{ |
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DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f ); |
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} |
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} |
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// Sweeps a particular entity through the world |
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void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr ); |
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void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, |
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unsigned int mask, ITraceFilter *pFilter, trace_t *ptr ); |
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void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, |
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unsigned int mask, const IHandleEntity *ignore, int collisionGroup, trace_t *ptr ); |
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bool UTIL_EntityHasMatchingRootParent( CBaseEntity *pRootParent, CBaseEntity *pEntity ); |
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inline int UTIL_PointContents( const Vector &vec ) |
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{ |
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return enginetrace->GetPointContents( vec ); |
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} |
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// Sweeps against a particular model, using collision rules |
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void UTIL_TraceModel( const Vector &vecStart, const Vector &vecEnd, const Vector &hullMin, |
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const Vector &hullMax, CBaseEntity *pentModel, int collisionGroup, trace_t *ptr ); |
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void UTIL_ClipTraceToPlayers( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *filter, trace_t *tr ); |
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// Particle effect tracer |
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void UTIL_ParticleTracer( const char *pszTracerEffectName, const Vector &vecStart, const Vector &vecEnd, int iEntIndex = 0, int iAttachment = 0, bool bWhiz = false ); |
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// Old style, non-particle system, tracers |
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void UTIL_Tracer( const Vector &vecStart, const Vector &vecEnd, int iEntIndex = 0, int iAttachment = TRACER_DONT_USE_ATTACHMENT, float flVelocity = 0, bool bWhiz = false, const char *pCustomTracerName = NULL, int iParticleID = 0 ); |
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bool UTIL_IsLowViolence( void ); |
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bool UTIL_ShouldShowBlood( int bloodColor ); |
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void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount ); |
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void UTIL_BloodImpact( const Vector &pos, const Vector &dir, int color, int amount ); |
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void UTIL_BloodDecalTrace( trace_t *pTrace, int bloodColor ); |
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void UTIL_DecalTrace( trace_t *pTrace, char const *decalName ); |
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bool UTIL_IsSpaceEmpty( CBaseEntity *pMainEnt, const Vector &vMin, const Vector &vMax ); |
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void UTIL_StringToVector( float *pVector, const char *pString ); |
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void UTIL_StringToIntArray( int *pVector, int count, const char *pString ); |
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void UTIL_StringToFloatArray( float *pVector, int count, const char *pString ); |
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void UTIL_StringToColor32( color32 *color, const char *pString ); |
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CBasePlayer *UTIL_PlayerByIndex( int entindex ); |
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//============================================================================= |
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// HPE_BEGIN: |
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// [menglish] Added UTIL function for events in client win_panel which transmit the player as a user ID |
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//============================================================================= |
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CBasePlayer *UTIL_PlayerByUserId( int userID ); |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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// decodes a buffer using a 64bit ICE key (inplace) |
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void UTIL_DecodeICE( unsigned char * buffer, int size, const unsigned char *key); |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Given a position and a ray, return the shortest distance between the two. |
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* If 'pos' is beyond either end of the ray, the returned distance is negated. |
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*/ |
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inline float DistanceToRay( const Vector &pos, const Vector &rayStart, const Vector &rayEnd, float *along = NULL, Vector *pointOnRay = NULL ) |
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{ |
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Vector to = pos - rayStart; |
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Vector dir = rayEnd - rayStart; |
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float length = dir.NormalizeInPlace(); |
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float rangeAlong = DotProduct( dir, to ); |
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if (along) |
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{ |
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*along = rangeAlong; |
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} |
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float range; |
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if (rangeAlong < 0.0f) |
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{ |
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// off start point |
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range = -(pos - rayStart).Length(); |
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if (pointOnRay) |
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{ |
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*pointOnRay = rayStart; |
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} |
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} |
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else if (rangeAlong > length) |
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{ |
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// off end point |
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range = -(pos - rayEnd).Length(); |
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if (pointOnRay) |
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{ |
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*pointOnRay = rayEnd; |
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} |
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} |
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else // within ray bounds |
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{ |
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Vector onRay = rayStart + rangeAlong * dir; |
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range = (pos - onRay).Length(); |
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if (pointOnRay) |
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{ |
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*pointOnRay = onRay; |
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} |
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} |
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return range; |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Macro for creating an interface that when inherited from automatically maintains a list of instances |
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* that inherit from that interface. |
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*/ |
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// interface for entities that want to a auto maintained global list |
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#define DECLARE_AUTO_LIST( interfaceName ) \ |
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class interfaceName; \ |
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abstract_class interfaceName \ |
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{ \ |
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public: \ |
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interfaceName( bool bAutoAdd = true ); \ |
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virtual ~interfaceName(); \ |
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static void Add( interfaceName *pElement ) { m_##interfaceName##AutoList.AddToTail( pElement ); } \ |
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static void Remove( interfaceName *pElement ) { m_##interfaceName##AutoList.FindAndFastRemove( pElement ); } \ |
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static const CUtlVector< interfaceName* >& AutoList( void ) { return m_##interfaceName##AutoList; } \ |
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private: \ |
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static CUtlVector< interfaceName* > m_##interfaceName##AutoList; \ |
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}; |
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// Creates the auto add/remove constructor/destructor... |
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// Pass false to the constructor to not auto add |
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#define IMPLEMENT_AUTO_LIST( interfaceName ) \ |
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CUtlVector< class interfaceName* > interfaceName::m_##interfaceName##AutoList; \ |
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interfaceName::interfaceName( bool bAutoAdd ) \ |
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{ \ |
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if ( bAutoAdd ) \ |
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{ \ |
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Add( this ); \ |
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} \ |
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} \ |
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interfaceName::~interfaceName() \ |
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{ \ |
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Remove( this ); \ |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Simple class for tracking intervals of game time. |
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* Upon creation, the timer is invalidated. To measure time intervals, start the timer via Start(). |
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*/ |
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class IntervalTimer |
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{ |
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public: |
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IntervalTimer( void ) |
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{ |
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m_timestamp = -1.0f; |
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} |
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void Reset( void ) |
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{ |
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m_timestamp = Now(); |
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} |
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void Start( void ) |
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{ |
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m_timestamp = Now(); |
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} |
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void Invalidate( void ) |
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{ |
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m_timestamp = -1.0f; |
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} |
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bool HasStarted( void ) const |
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{ |
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return (m_timestamp > 0.0f); |
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} |
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/// if not started, elapsed time is very large |
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float GetElapsedTime( void ) const |
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{ |
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return (HasStarted()) ? (Now() - m_timestamp) : 99999.9f; |
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} |
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bool IsLessThen( float duration ) const |
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{ |
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return (Now() - m_timestamp < duration) ? true : false; |
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} |
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bool IsGreaterThen( float duration ) const |
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{ |
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return (Now() - m_timestamp > duration) ? true : false; |
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} |
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private: |
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float m_timestamp; |
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float Now( void ) const; // work-around since client header doesn't like inlined gpGlobals->curtime |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Simple class for counting down a short interval of time. |
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* Upon creation, the timer is invalidated. Invalidated countdown timers are considered to have elapsed. |
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*/ |
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class CountdownTimer |
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{ |
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public: |
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CountdownTimer( void ) |
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{ |
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m_timestamp = -1.0f; |
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m_duration = 0.0f; |
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} |
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void Reset( void ) |
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{ |
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m_timestamp = Now() + m_duration; |
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} |
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void Start( float duration ) |
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{ |
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m_timestamp = Now() + duration; |
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m_duration = duration; |
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} |
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void Invalidate( void ) |
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{ |
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m_timestamp = -1.0f; |
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} |
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bool HasStarted( void ) const |
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{ |
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return (m_timestamp > 0.0f); |
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} |
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bool IsElapsed( void ) const |
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{ |
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return (Now() > m_timestamp); |
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} |
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float GetElapsedTime( void ) const |
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{ |
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return Now() - m_timestamp + m_duration; |
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} |
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float GetRemainingTime( void ) const |
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{ |
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return (m_timestamp - Now()); |
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} |
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/// return original countdown time |
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float GetCountdownDuration( void ) const |
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{ |
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return (m_timestamp > 0.0f) ? m_duration : 0.0f; |
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} |
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private: |
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float m_duration; |
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float m_timestamp; |
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float Now( void ) const; // work-around since client header doesn't like inlined gpGlobals->curtime |
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}; |
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char* ReadAndAllocStringValue( KeyValues *pSub, const char *pName, const char *pFilename = NULL ); |
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int UTIL_StringFieldToInt( const char *szValue, const char **pValueStrings, int iNumStrings ); |
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//----------------------------------------------------------------------------- |
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// Holidays |
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//----------------------------------------------------------------------------- |
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// Used at level change and round start to re-calculate which holiday is active |
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void UTIL_CalculateHolidays(); |
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bool UTIL_IsHolidayActive( /*EHoliday*/ int eHoliday ); |
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/*EHoliday*/ int UTIL_GetHolidayForString( const char* pszHolidayName ); |
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// This will return the first active holiday string it can find. In the case of multiple |
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// holidays overlapping, the list order will act as priority. |
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const char *UTIL_GetActiveHolidayString(); |
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#endif // UTIL_SHARED_H
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