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https://github.com/nillerusr/source-engine.git
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_shareddefs.h"
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#include "tf_classdata.h"
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extern bool UseHWMorphModels();
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// Player class files
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#define TF_CLASS_UNDEFINED_FILE ""
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#define TF_CLASS_SCOUT_FILE "scripts/playerclasses/scout"
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#define TF_CLASS_SNIPER_FILE "scripts/playerclasses/sniper"
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#define TF_CLASS_SOLDIER_FILE "scripts/playerclasses/soldier"
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#define TF_CLASS_DEMOMAN_FILE "scripts/playerclasses/demoman"
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#define TF_CLASS_MEDIC_FILE "scripts/playerclasses/medic"
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#define TF_CLASS_HEAVYWEAPONS_FILE "scripts/playerclasses/heavyweapons"
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#define TF_CLASS_PYRO_FILE "scripts/playerclasses/pyro"
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#define TF_CLASS_SPY_FILE "scripts/playerclasses/spy"
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#define TF_CLASS_ENGINEER_FILE "scripts/playerclasses/engineer"
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#define TF_CLASS_CIVILIAN_FILE "scripts/playerclasses/civilian"
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const char *s_aPlayerClassFiles[] =
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{
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TF_CLASS_UNDEFINED_FILE,
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TF_CLASS_SCOUT_FILE,
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TF_CLASS_SNIPER_FILE,
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TF_CLASS_SOLDIER_FILE,
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TF_CLASS_DEMOMAN_FILE,
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TF_CLASS_MEDIC_FILE,
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TF_CLASS_HEAVYWEAPONS_FILE,
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TF_CLASS_PYRO_FILE,
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TF_CLASS_SPY_FILE,
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TF_CLASS_ENGINEER_FILE,
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TF_CLASS_CIVILIAN_FILE
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};
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CTFPlayerClassDataMgr s_TFPlayerClassDataMgr;
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CTFPlayerClassDataMgr *g_pTFPlayerClassDataMgr = &s_TFPlayerClassDataMgr;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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TFPlayerClassData_t::TFPlayerClassData_t()
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{
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m_szClassName[0] = '\0';
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m_szModelName[0] = '\0';
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m_szHWMModelName[0] = '\0';
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m_szHandModelName[0] = '\0';
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m_szLocalizableName[0] = '\0';
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m_flMaxSpeed = 0.0f;
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m_nMaxHealth = 0;
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m_nMaxArmor = 0;
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#ifdef GAME_DLL
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for ( int i = 0; i < ARRAYSIZE( m_szDeathSound ); ++i )
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{
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m_szDeathSound[ i ][ 0 ] = '\0';
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}
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#endif
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for ( int iWeapon = 0; iWeapon < TF_PLAYER_WEAPON_COUNT; ++iWeapon )
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{
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m_aWeapons[iWeapon] = TF_WEAPON_NONE;
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}
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for ( int iGrenade = 0; iGrenade < TF_PLAYER_GRENADE_COUNT; ++iGrenade )
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{
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m_aGrenades[iGrenade] = TF_WEAPON_NONE;
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}
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for ( int iAmmo = 0; iAmmo < TF_AMMO_COUNT; ++iAmmo )
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{
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m_aAmmoMax[iAmmo] = TF_AMMO_DUMMY;
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}
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for ( int iBuildable = 0; iBuildable < TF_PLAYER_BLUEPRINT_COUNT; ++iBuildable )
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{
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m_aBuildable[iBuildable] = OBJ_LAST;
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}
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m_bParsed = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *TFPlayerClassData_t::GetModelName() const
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{
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#ifdef CLIENT_DLL
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if ( UseHWMorphModels() )
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{
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if ( m_szHWMModelName[0] != '\0' )
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{
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return m_szHWMModelName;
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}
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}
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return m_szModelName;
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#else
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return m_szModelName;
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#endif
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}
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#ifdef GAME_DLL
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const char *TFPlayerClassData_t::GetDeathSound( int nType )
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{
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return m_szDeathSound[ nType ];
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TFPlayerClassData_t::Parse( const char *szName )
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{
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// Have we parsed this file already?
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if ( m_bParsed )
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return;
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// Parse class file.
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const unsigned char *pKey = GetTFEncryptionKey();
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KeyValues *pKV = ReadEncryptedKVFile( filesystem, szName, pKey );
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if ( pKV )
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{
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ParseData( pKV );
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pKV->deleteThis();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TFPlayerClassData_t::ParseData( KeyValues *pKeyValuesData )
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{
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// Attributes.
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Q_strncpy( m_szClassName, pKeyValuesData->GetString( "name" ), TF_NAME_LENGTH );
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// Load the high res model or the lower res model.
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if ( !IsX360() )
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{
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Q_strncpy( m_szHWMModelName, pKeyValuesData->GetString( "model_hwm" ), TF_NAME_LENGTH );
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}
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Q_strncpy( m_szModelName, pKeyValuesData->GetString( "model" ), TF_NAME_LENGTH );
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Q_strncpy( m_szHandModelName, pKeyValuesData->GetString( "model_hands" ), TF_NAME_LENGTH );
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Q_strncpy( m_szLocalizableName, pKeyValuesData->GetString( "localize_name" ), TF_NAME_LENGTH );
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m_flMaxSpeed = pKeyValuesData->GetFloat( "speed_max" );
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m_nMaxHealth = pKeyValuesData->GetInt( "health_max" );
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m_nMaxArmor = pKeyValuesData->GetInt( "armor_max" );
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// Weapons.
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int i;
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char buf[32];
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for ( i=0;i<TF_PLAYER_WEAPON_COUNT;i++ )
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{
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Q_snprintf( buf, sizeof(buf), "weapon%d", i+1 );
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m_aWeapons[i] = GetWeaponId( pKeyValuesData->GetString( buf ) );
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}
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// Grenades.
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m_aGrenades[0] = GetWeaponId( pKeyValuesData->GetString( "grenade1" ) );
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m_aGrenades[1] = GetWeaponId( pKeyValuesData->GetString( "grenade2" ) );
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// Ammo Max.
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KeyValues *pAmmoKeyValuesData = pKeyValuesData->FindKey( "AmmoMax" );
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if ( pAmmoKeyValuesData )
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{
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for ( int iAmmo = 1; iAmmo < TF_AMMO_COUNT; ++iAmmo )
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{
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m_aAmmoMax[iAmmo] = pAmmoKeyValuesData->GetInt( GetAmmoName( iAmmo ), 0 );
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}
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}
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// Buildables
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for ( i=0;i<TF_PLAYER_BLUEPRINT_COUNT;i++ )
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{
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Q_snprintf( buf, sizeof(buf), "buildable%d", i+1 );
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m_aBuildable[i] = GetBuildableId( pKeyValuesData->GetString( buf ) );
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}
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// Temp animation flags
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m_bDontDoAirwalk = ( pKeyValuesData->GetInt( "DontDoAirwalk", 0 ) > 0 );
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m_bDontDoNewJump = ( pKeyValuesData->GetInt( "DontDoNewJump", 0 ) > 0 );
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m_vecThirdPersonOffset.x = pKeyValuesData->GetFloat( "cameraoffset_forward" );
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m_vecThirdPersonOffset.y = pKeyValuesData->GetFloat( "cameraoffset_right" );
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m_vecThirdPersonOffset.z = pKeyValuesData->GetFloat( "cameraoffset_up" );
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#ifdef GAME_DLL // right now we only emit these sounds from server. if that changes we can do this in both dlls
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// Death Sounds
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Q_strncpy( m_szDeathSound[ DEATH_SOUND_GENERIC ], pKeyValuesData->GetString( "sound_death", "Player.Death" ), MAX_PLAYERCLASS_SOUND_LENGTH );
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Q_strncpy( m_szDeathSound[ DEATH_SOUND_CRIT ], pKeyValuesData->GetString( "sound_crit_death", "TFPlayer.CritDeath" ), MAX_PLAYERCLASS_SOUND_LENGTH );
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Q_strncpy( m_szDeathSound[ DEATH_SOUND_MELEE ], pKeyValuesData->GetString( "sound_melee_death", "Player.MeleeDeath" ), MAX_PLAYERCLASS_SOUND_LENGTH );
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Q_strncpy( m_szDeathSound[ DEATH_SOUND_EXPLOSION ], pKeyValuesData->GetString( "sound_explosion_death", "Player.ExplosionDeath" ), MAX_PLAYERCLASS_SOUND_LENGTH );
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#endif
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// The file has been parsed.
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m_bParsed = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void TFPlayerClassData_t::AddAdditionalPlayerDeathSounds( void )
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{
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#ifdef GAME_DLL
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for ( int i = DEATH_SOUND_FIRST; i <= DEATH_SOUND_LAST; ++i )
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{
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CopySoundNameWithModifierToken( m_szDeathSound[ i + DEATH_SOUND_MVM_FIRST ], m_szDeathSound[ i ], ARRAYSIZE( m_szDeathSound[0] ), "MVM_" );
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CopySoundNameWithModifierToken( m_szDeathSound[ i + DEATH_SOUND_GIANT_MVM_FIRST ], m_szDeathSound[ i ], ARRAYSIZE( m_szDeathSound[0] ), "M_MVM_" );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFPlayerClassDataMgr::CTFPlayerClassDataMgr()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFPlayerClassDataMgr::Init( void )
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{
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// Special case the undefined class.
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TFPlayerClassData_t *pClassData = &m_aTFPlayerClassData[TF_CLASS_UNDEFINED];
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Assert( pClassData );
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Q_strncpy( pClassData->m_szClassName, "undefined", TF_NAME_LENGTH );
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Q_strncpy( pClassData->m_szModelName, "models/player/scout.mdl", TF_NAME_LENGTH ); // Undefined players still need a model
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Q_strncpy( pClassData->m_szLocalizableName, "undefined", TF_NAME_LENGTH );
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// Initialize the classes.
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for ( int iClass = 1; iClass < TF_CLASS_COUNT_ALL; ++iClass )
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{
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COMPILE_TIME_ASSERT( ARRAYSIZE( s_aPlayerClassFiles ) == TF_CLASS_COUNT_ALL );
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pClassData = &m_aTFPlayerClassData[iClass];
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Assert( pClassData );
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pClassData->Parse( s_aPlayerClassFiles[iClass] );
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Helper function to get player class data.
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//-----------------------------------------------------------------------------
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TFPlayerClassData_t *CTFPlayerClassDataMgr::Get( unsigned int iClass )
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{
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Assert ( iClass < TF_CLASS_COUNT_ALL );
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return &m_aTFPlayerClassData[iClass];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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TFPlayerClassData_t *GetPlayerClassData( unsigned int iClass )
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{
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return g_pTFPlayerClassDataMgr->Get( iClass );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerClassDataMgr::AddAdditionalPlayerDeathSounds( void )
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{
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for ( int iClass = 1; iClass < TF_CLASS_COUNT_ALL; ++iClass )
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{
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TFPlayerClassData_t *pClassData = &m_aTFPlayerClassData[iClass];
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Assert( pClassData );
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pClassData->AddAdditionalPlayerDeathSounds();
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}
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}
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