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. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sdk_playerclass_info_parse.h"
#include "weapon_sdkbase.h"
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//Tony; due to the nature of the base code.. I must do this !
FilePlayerClassInfo_t* CreatePlayerClassInfo()
{
#if defined ( SDK_USE_PLAYERCLASSES )
return new CSDKPlayerClassInfo;
#else
return new FilePlayerClassInfo_t;
#endif
}
#if defined ( SDK_USE_PLAYERCLASSES )
CSDKPlayerClassInfo::CSDKPlayerClassInfo()
{
m_iTeam= TEAM_UNASSIGNED;
m_iPrimaryWeapon= WEAPON_NONE;
m_iSecondaryWeapon= WEAPON_NONE;
m_iMeleeWeapon= WEAPON_NONE;
m_iNumGrensType1 = 0;
m_iGrenType1 = WEAPON_NONE;
m_iNumGrensType2 = 0;
m_iGrenType2 = WEAPON_NONE;
m_szLimitCvar[0] = '\0';
m_flRunSpeed = SDK_DEFAULT_PLAYER_RUNSPEED;
m_flSprintSpeed = SDK_DEFAULT_PLAYER_RUNSPEED;
m_flProneSpeed = SDK_DEFAULT_PLAYER_RUNSPEED;
m_iArmor = 0;
}
void CSDKPlayerClassInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
{
BaseClass::Parse( pKeyValuesData, szWeaponName );
m_iTeam= pKeyValuesData->GetInt( "team", TEAM_UNASSIGNED );
// Figure out what team can have this player class
m_iTeam = TEAM_UNASSIGNED;
//Tony; don't check for teams unless we're using teams. You could do a free for all, but class / character based game if you wanted.
#ifdef SDK_USE_TEAMS
const char *pTeam = pKeyValuesData->GetString( "team", NULL );
if ( pTeam )
{
if ( Q_stricmp( pTeam, "BLUE" ) == 0 )
{
m_iTeam = SDK_TEAM_BLUE;
}
else if ( Q_stricmp( pTeam, "RED" ) == 0 )
{
m_iTeam = SDK_TEAM_RED;
}
else
{
Assert( false );
}
}
else
{
Assert( false );
}
#endif
const char *pszPrimaryWeapon = pKeyValuesData->GetString( "primaryweapon", NULL );
m_iPrimaryWeapon = AliasToWeaponID( pszPrimaryWeapon );
Assert( m_iPrimaryWeapon != WEAPON_NONE ); // require player to have a primary weapon
const char *pszSecondaryWeapon = pKeyValuesData->GetString( "secondaryweapon", NULL );
if ( pszSecondaryWeapon )
{
m_iSecondaryWeapon = AliasToWeaponID( pszSecondaryWeapon );
// Assert( m_iSecondaryWeapon != WEAPON_NONE );
}
else
m_iSecondaryWeapon = WEAPON_NONE;
const char *pszMeleeWeapon = pKeyValuesData->GetString( "meleeweapon", NULL );
if ( pszMeleeWeapon )
{
m_iMeleeWeapon = AliasToWeaponID( pszMeleeWeapon );
// Assert( m_iMeleeWeapon != WEAPON_NONE );
}
else
m_iMeleeWeapon = WEAPON_NONE;
m_iNumGrensType1 = pKeyValuesData->GetInt( "numgrens", 0 );
if ( m_iNumGrensType1 > 0 )
{
const char *pszGrenType1 = pKeyValuesData->GetString( "grenadetype", NULL );
m_iGrenType1 = AliasToWeaponID( pszGrenType1 );
// Assert( m_iGrenType1 != WEAPON_NONE );
}
m_iNumGrensType2 = pKeyValuesData->GetInt( "numgrens2", 0 );
if ( m_iNumGrensType2 > 0 )
{
const char *pszGrenType2 = pKeyValuesData->GetString( "grenadetype2", NULL );
m_iGrenType2 = AliasToWeaponID( pszGrenType2 );
// Assert( m_iGrenType2 != WEAPON_NONE );
}
Q_strncpy( m_szLimitCvar, pKeyValuesData->GetString( "limitcvar", "!! Missing limit cvar on Player Class" ), sizeof(m_szLimitCvar) );
Assert( Q_strlen( m_szLimitCvar ) > 0 && "Every class must specify a limitcvar" );
// HUD player status health images (when the player is hurt)
Q_strncpy( m_szClassImage, pKeyValuesData->GetString( "classimage", "white" ), sizeof( m_szClassImage ) );
Q_strncpy( m_szClassImageBG, pKeyValuesData->GetString( "classimagebg", "white" ), sizeof( m_szClassImageBG ) );
m_flRunSpeed = pKeyValuesData->GetFloat( "RunSpeed", SDK_DEFAULT_PLAYER_RUNSPEED );
m_flSprintSpeed = pKeyValuesData->GetFloat( "SprintSpeed", SDK_DEFAULT_PLAYER_RUNSPEED );
m_flProneSpeed = pKeyValuesData->GetFloat( "ProneSpeed", SDK_DEFAULT_PLAYER_RUNSPEED );
m_iArmor = pKeyValuesData->GetInt( "armor", 0 );
}
#endif // SDK_USE_PLAYERCLASSES