mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 01:23:04 +00:00
602 lines
18 KiB
C++
602 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Controls the loading, parsing and creation of the entities from the BSP.
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "entitylist.h"
|
|
#include "mapentities_shared.h"
|
|
#include "soundent.h"
|
|
#include "TemplateEntities.h"
|
|
#include "point_template.h"
|
|
#include "ai_initutils.h"
|
|
#include "lights.h"
|
|
#include "mapentities.h"
|
|
#include "wcedit.h"
|
|
#include "stringregistry.h"
|
|
#include "datacache/imdlcache.h"
|
|
#include "world.h"
|
|
#include "toolframework/iserverenginetools.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
struct HierarchicalSpawnMapData_t
|
|
{
|
|
const char *m_pMapData;
|
|
int m_iMapDataLength;
|
|
};
|
|
|
|
static CStringRegistry *g_pClassnameSpawnPriority = NULL;
|
|
extern edict_t *g_pForceAttachEdict;
|
|
|
|
// creates an entity by string name, but does not spawn it
|
|
CBaseEntity *CreateEntityByName( const char *className, int iForceEdictIndex )
|
|
{
|
|
if ( iForceEdictIndex != -1 )
|
|
{
|
|
g_pForceAttachEdict = engine->CreateEdict( iForceEdictIndex );
|
|
if ( !g_pForceAttachEdict )
|
|
Error( "CreateEntityByName( %s, %d ) - CreateEdict failed.", className, iForceEdictIndex );
|
|
}
|
|
|
|
IServerNetworkable *pNetwork = EntityFactoryDictionary()->Create( className );
|
|
g_pForceAttachEdict = NULL;
|
|
|
|
if ( !pNetwork )
|
|
return NULL;
|
|
|
|
CBaseEntity *pEntity = pNetwork->GetBaseEntity();
|
|
Assert( pEntity );
|
|
return pEntity;
|
|
}
|
|
|
|
CBaseNetworkable *CreateNetworkableByName( const char *className )
|
|
{
|
|
IServerNetworkable *pNetwork = EntityFactoryDictionary()->Create( className );
|
|
if ( !pNetwork )
|
|
return NULL;
|
|
|
|
CBaseNetworkable *pNetworkable = pNetwork->GetBaseNetworkable();
|
|
Assert( pNetworkable );
|
|
return pNetworkable;
|
|
}
|
|
|
|
void FreeContainingEntity( edict_t *ed )
|
|
{
|
|
if ( ed )
|
|
{
|
|
CBaseEntity *ent = GetContainingEntity( ed );
|
|
if ( ent )
|
|
{
|
|
ed->SetEdict( NULL, false );
|
|
CBaseEntity::PhysicsRemoveTouchedList( ent );
|
|
CBaseEntity::PhysicsRemoveGroundList( ent );
|
|
UTIL_RemoveImmediate( ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
// parent name may have a , in it to include an attachment point
|
|
string_t ExtractParentName(string_t parentName)
|
|
{
|
|
if ( !strchr(STRING(parentName), ',') )
|
|
return parentName;
|
|
|
|
char szToken[256];
|
|
nexttoken(szToken, STRING(parentName), ',');
|
|
return AllocPooledString(szToken);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Callback function for qsort, used to sort entities by their depth
|
|
// in the movement hierarchy.
|
|
// Input : pEnt1 -
|
|
// pEnt2 -
|
|
// Output : Returns -1, 0, or 1 per qsort spec.
|
|
//-----------------------------------------------------------------------------
|
|
static int __cdecl CompareSpawnOrder(HierarchicalSpawn_t *pEnt1, HierarchicalSpawn_t *pEnt2)
|
|
{
|
|
if (pEnt1->m_nDepth == pEnt2->m_nDepth)
|
|
{
|
|
if ( g_pClassnameSpawnPriority )
|
|
{
|
|
int o1 = pEnt1->m_pEntity ? g_pClassnameSpawnPriority->GetStringID( pEnt1->m_pEntity->GetClassname() ) : -1;
|
|
int o2 = pEnt2->m_pEntity ? g_pClassnameSpawnPriority->GetStringID( pEnt2->m_pEntity->GetClassname() ) : -1;
|
|
if ( o1 < o2 )
|
|
return 1;
|
|
if ( o2 < o1 )
|
|
return -1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
if (pEnt1->m_nDepth > pEnt2->m_nDepth)
|
|
return 1;
|
|
|
|
return -1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the hierarchical depth of the entities to spawn..
|
|
//-----------------------------------------------------------------------------
|
|
static int ComputeSpawnHierarchyDepth_r( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity )
|
|
return 1;
|
|
|
|
if (pEntity->m_iParent == NULL_STRING)
|
|
return 1;
|
|
|
|
CBaseEntity *pParent = gEntList.FindEntityByName( NULL, ExtractParentName(pEntity->m_iParent) );
|
|
if (!pParent)
|
|
return 1;
|
|
|
|
if (pParent == pEntity)
|
|
{
|
|
Warning( "LEVEL DESIGN ERROR: Entity %s is parented to itself!\n", pEntity->GetDebugName() );
|
|
return 1;
|
|
}
|
|
|
|
return 1 + ComputeSpawnHierarchyDepth_r( pParent );
|
|
}
|
|
|
|
static void ComputeSpawnHierarchyDepth( int nEntities, HierarchicalSpawn_t *pSpawnList )
|
|
{
|
|
// NOTE: This isn't particularly efficient, but so what? It's at the beginning of time
|
|
// I did it this way because it simplified the parent setting in hierarchy (basically
|
|
// eliminated questions about whether you should transform origin from global to local or not)
|
|
int nEntity;
|
|
for (nEntity = 0; nEntity < nEntities; nEntity++)
|
|
{
|
|
CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
|
|
if (pEntity && !pEntity->IsDormant())
|
|
{
|
|
pSpawnList[nEntity].m_nDepth = ComputeSpawnHierarchyDepth_r( pEntity );
|
|
}
|
|
else
|
|
{
|
|
pSpawnList[nEntity].m_nDepth = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SortSpawnListByHierarchy( int nEntities, HierarchicalSpawn_t *pSpawnList )
|
|
{
|
|
MEM_ALLOC_CREDIT();
|
|
g_pClassnameSpawnPriority = new CStringRegistry;
|
|
// this will cause the entities to be spawned in the indicated order
|
|
// Highest string ID spawns first. String ID is spawn priority.
|
|
// by default, anything not in this list has priority -1
|
|
g_pClassnameSpawnPriority->AddString( "func_wall", 10 );
|
|
g_pClassnameSpawnPriority->AddString( "scripted_sequence", 9 );
|
|
g_pClassnameSpawnPriority->AddString( "phys_hinge", 8 );
|
|
g_pClassnameSpawnPriority->AddString( "phys_ballsocket", 8 );
|
|
g_pClassnameSpawnPriority->AddString( "phys_slideconstraint", 8 );
|
|
g_pClassnameSpawnPriority->AddString( "phys_constraint", 8 );
|
|
g_pClassnameSpawnPriority->AddString( "phys_pulleyconstraint", 8 );
|
|
g_pClassnameSpawnPriority->AddString( "phys_lengthconstraint", 8 );
|
|
g_pClassnameSpawnPriority->AddString( "phys_ragdollconstraint", 8 );
|
|
g_pClassnameSpawnPriority->AddString( "info_mass_center", 8 ); // spawn these before physbox/prop_physics
|
|
g_pClassnameSpawnPriority->AddString( "trigger_vphysics_motion", 8 ); // spawn these before physbox/prop_physics
|
|
|
|
g_pClassnameSpawnPriority->AddString( "prop_physics", 7 );
|
|
g_pClassnameSpawnPriority->AddString( "prop_ragdoll", 7 );
|
|
// Sort the entities (other than the world) by hierarchy depth, in order to spawn them in
|
|
// that order. This insures that each entity's parent spawns before it does so that
|
|
// it can properly set up anything that relies on hierarchy.
|
|
#ifdef _WIN32
|
|
qsort(&pSpawnList[0], nEntities, sizeof(pSpawnList[0]), (int (__cdecl *)(const void *, const void *))CompareSpawnOrder);
|
|
#elif POSIX
|
|
qsort(&pSpawnList[0], nEntities, sizeof(pSpawnList[0]), (int (*)(const void *, const void *))CompareSpawnOrder);
|
|
#endif
|
|
delete g_pClassnameSpawnPriority;
|
|
g_pClassnameSpawnPriority = NULL;
|
|
}
|
|
|
|
void SetupParentsForSpawnList( int nEntities, HierarchicalSpawn_t *pSpawnList )
|
|
{
|
|
int nEntity;
|
|
for (nEntity = nEntities - 1; nEntity >= 0; nEntity--)
|
|
{
|
|
CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
|
|
if ( pEntity )
|
|
{
|
|
if ( strchr(STRING(pEntity->m_iParent), ',') )
|
|
{
|
|
char szToken[256];
|
|
const char *pAttachmentName = nexttoken(szToken, STRING(pEntity->m_iParent), ',');
|
|
pEntity->m_iParent = AllocPooledString(szToken);
|
|
CBaseEntity *pParent = gEntList.FindEntityByName( NULL, pEntity->m_iParent );
|
|
|
|
// setparent in the spawn pass instead - so the model will have been set & loaded
|
|
pSpawnList[nEntity].m_pDeferredParent = pParent;
|
|
pSpawnList[nEntity].m_pDeferredParentAttachment = pAttachmentName;
|
|
}
|
|
else
|
|
{
|
|
CBaseEntity *pParent = gEntList.FindEntityByName( NULL, pEntity->m_iParent );
|
|
|
|
if ((pParent != NULL) && (pParent->edict() != NULL))
|
|
{
|
|
pEntity->SetParent( pParent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// this is a hook for edit mode
|
|
void RememberInitialEntityPositions( int nEntities, HierarchicalSpawn_t *pSpawnList )
|
|
{
|
|
for (int nEntity = 0; nEntity < nEntities; nEntity++)
|
|
{
|
|
CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
|
|
|
|
if ( pEntity )
|
|
{
|
|
NWCEdit::RememberEntityPosition( pEntity );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void SpawnAllEntities( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities )
|
|
{
|
|
int nEntity;
|
|
for (nEntity = 0; nEntity < nEntities; nEntity++)
|
|
{
|
|
VPROF( "MapEntity_ParseAllEntities_Spawn");
|
|
CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
|
|
|
|
if ( pSpawnList[nEntity].m_pDeferredParent )
|
|
{
|
|
// UNDONE: Promote this up to the root of this function?
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
CBaseEntity *pParent = pSpawnList[nEntity].m_pDeferredParent;
|
|
int iAttachment = -1;
|
|
CBaseAnimating *pAnim = pParent->GetBaseAnimating();
|
|
if ( pAnim )
|
|
{
|
|
iAttachment = pAnim->LookupAttachment(pSpawnList[nEntity].m_pDeferredParentAttachment);
|
|
}
|
|
pEntity->SetParent( pParent, iAttachment );
|
|
}
|
|
if ( pEntity )
|
|
{
|
|
if (DispatchSpawn(pEntity) < 0)
|
|
{
|
|
for ( int i = nEntity+1; i < nEntities; i++ )
|
|
{
|
|
// this is a child object that will be deleted now
|
|
if ( pSpawnList[i].m_pEntity && pSpawnList[i].m_pEntity->IsMarkedForDeletion() )
|
|
{
|
|
pSpawnList[i].m_pEntity = NULL;
|
|
}
|
|
}
|
|
// Spawn failed.
|
|
gEntList.CleanupDeleteList();
|
|
// Remove the entity from the spawn list
|
|
pSpawnList[nEntity].m_pEntity = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bActivateEntities )
|
|
{
|
|
VPROF( "MapEntity_ParseAllEntities_Activate");
|
|
bool bAsyncAnims = mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, false );
|
|
for (nEntity = 0; nEntity < nEntities; nEntity++)
|
|
{
|
|
CBaseEntity *pEntity = pSpawnList[nEntity].m_pEntity;
|
|
|
|
if ( pEntity )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
pEntity->Activate();
|
|
}
|
|
}
|
|
mdlcache->SetAsyncLoad( MDLCACHE_ANIMBLOCK, bAsyncAnims );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Only called on BSP load. Parses and spawns all the entities in the BSP.
|
|
// Input : pMapData - Pointer to the entity data block to parse.
|
|
//-----------------------------------------------------------------------------
|
|
void MapEntity_ParseAllEntities(const char *pMapData, IMapEntityFilter *pFilter, bool bActivateEntities)
|
|
{
|
|
VPROF("MapEntity_ParseAllEntities");
|
|
|
|
HierarchicalSpawnMapData_t *pSpawnMapData = new HierarchicalSpawnMapData_t[NUM_ENT_ENTRIES];
|
|
HierarchicalSpawn_t *pSpawnList = new HierarchicalSpawn_t[NUM_ENT_ENTRIES];
|
|
|
|
CUtlVector< CPointTemplate* > pPointTemplates;
|
|
int nEntities = 0;
|
|
|
|
char szTokenBuffer[MAPKEY_MAXLENGTH];
|
|
|
|
// Allow the tools to spawn different things
|
|
if ( serverenginetools )
|
|
{
|
|
pMapData = serverenginetools->GetEntityData( pMapData );
|
|
}
|
|
|
|
// Loop through all entities in the map data, creating each.
|
|
for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) )
|
|
{
|
|
//
|
|
// Parse the opening brace.
|
|
//
|
|
char token[MAPKEY_MAXLENGTH];
|
|
pMapData = MapEntity_ParseToken( pMapData, token );
|
|
|
|
//
|
|
// Check to see if we've finished or not.
|
|
//
|
|
if (!pMapData)
|
|
break;
|
|
|
|
if (token[0] != '{')
|
|
{
|
|
Error( "MapEntity_ParseAllEntities: found %s when expecting {", token);
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// Parse the entity and add it to the spawn list.
|
|
//
|
|
CBaseEntity *pEntity;
|
|
const char *pCurMapData = pMapData;
|
|
pMapData = MapEntity_ParseEntity(pEntity, pMapData, pFilter);
|
|
if (pEntity == NULL)
|
|
continue;
|
|
|
|
if (pEntity->IsTemplate())
|
|
{
|
|
// It's a template entity. Squirrel away its keyvalue text so that we can
|
|
// recreate the entity later via a spawner. pMapData points at the '}'
|
|
// so we must add one to include it in the string.
|
|
Templates_Add(pEntity, pCurMapData, (pMapData - pCurMapData) + 2);
|
|
|
|
// Remove the template entity so that it does not show up in FindEntityXXX searches.
|
|
UTIL_Remove(pEntity);
|
|
gEntList.CleanupDeleteList();
|
|
continue;
|
|
}
|
|
|
|
// To
|
|
if ( dynamic_cast<CWorld*>( pEntity ) )
|
|
{
|
|
VPROF( "MapEntity_ParseAllEntities_SpawnWorld");
|
|
|
|
pEntity->m_iParent = NULL_STRING; // don't allow a parent on the first entity (worldspawn)
|
|
|
|
DispatchSpawn(pEntity);
|
|
continue;
|
|
}
|
|
|
|
CNodeEnt *pNode = dynamic_cast<CNodeEnt*>(pEntity);
|
|
if ( pNode )
|
|
{
|
|
VPROF( "MapEntity_ParseAllEntities_SpawnTransients");
|
|
|
|
// We overflow the max edicts on large maps that have lots of entities.
|
|
// Nodes & Lights remove themselves immediately on Spawn(), so dispatch their
|
|
// spawn now, to free up the slot inside this loop.
|
|
// NOTE: This solution prevents nodes & lights from being used inside point_templates.
|
|
//
|
|
// NOTE: Nodes spawn other entities (ai_hint) if they need to have a persistent presence.
|
|
// To ensure keys are copied over into the new entity, we pass the mapdata into the
|
|
// node spawn function.
|
|
if ( pNode->Spawn( pCurMapData ) < 0 )
|
|
{
|
|
gEntList.CleanupDeleteList();
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if ( dynamic_cast<CLight*>(pEntity) )
|
|
{
|
|
VPROF( "MapEntity_ParseAllEntities_SpawnTransients");
|
|
|
|
// We overflow the max edicts on large maps that have lots of entities.
|
|
// Nodes & Lights remove themselves immediately on Spawn(), so dispatch their
|
|
// spawn now, to free up the slot inside this loop.
|
|
// NOTE: This solution prevents nodes & lights from being used inside point_templates.
|
|
if (DispatchSpawn(pEntity) < 0)
|
|
{
|
|
gEntList.CleanupDeleteList();
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Build a list of all point_template's so we can spawn them before everything else
|
|
CPointTemplate *pTemplate = dynamic_cast< CPointTemplate* >(pEntity);
|
|
if ( pTemplate )
|
|
{
|
|
pPointTemplates.AddToTail( pTemplate );
|
|
}
|
|
else
|
|
{
|
|
// Queue up this entity for spawning
|
|
pSpawnList[nEntities].m_pEntity = pEntity;
|
|
pSpawnList[nEntities].m_nDepth = 0;
|
|
pSpawnList[nEntities].m_pDeferredParentAttachment = NULL;
|
|
pSpawnList[nEntities].m_pDeferredParent = NULL;
|
|
|
|
pSpawnMapData[nEntities].m_pMapData = pCurMapData;
|
|
pSpawnMapData[nEntities].m_iMapDataLength = (pMapData - pCurMapData) + 2;
|
|
nEntities++;
|
|
}
|
|
}
|
|
|
|
// Now loop through all our point_template entities and tell them to make templates of everything they're pointing to
|
|
int iTemplates = pPointTemplates.Count();
|
|
for ( int i = 0; i < iTemplates; i++ )
|
|
{
|
|
VPROF( "MapEntity_ParseAllEntities_SpawnTemplates");
|
|
CPointTemplate *pPointTemplate = pPointTemplates[i];
|
|
|
|
// First, tell the Point template to Spawn
|
|
if ( DispatchSpawn(pPointTemplate) < 0 )
|
|
{
|
|
UTIL_Remove(pPointTemplate);
|
|
gEntList.CleanupDeleteList();
|
|
continue;
|
|
}
|
|
|
|
pPointTemplate->StartBuildingTemplates();
|
|
|
|
// Now go through all it's templates and turn the entities into templates
|
|
int iNumTemplates = pPointTemplate->GetNumTemplateEntities();
|
|
for ( int iTemplateNum = 0; iTemplateNum < iNumTemplates; iTemplateNum++ )
|
|
{
|
|
// Find it in the spawn list
|
|
CBaseEntity *pEntity = pPointTemplate->GetTemplateEntity( iTemplateNum );
|
|
for ( int iEntNum = 0; iEntNum < nEntities; iEntNum++ )
|
|
{
|
|
if ( pSpawnList[iEntNum].m_pEntity == pEntity )
|
|
{
|
|
// Give the point_template the mapdata
|
|
pPointTemplate->AddTemplate( pEntity, pSpawnMapData[iEntNum].m_pMapData, pSpawnMapData[iEntNum].m_iMapDataLength );
|
|
|
|
if ( pPointTemplate->ShouldRemoveTemplateEntities() )
|
|
{
|
|
// Remove the template entity so that it does not show up in FindEntityXXX searches.
|
|
UTIL_Remove(pEntity);
|
|
gEntList.CleanupDeleteList();
|
|
|
|
// Remove the entity from the spawn list
|
|
pSpawnList[iEntNum].m_pEntity = NULL;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
pPointTemplate->FinishBuildingTemplates();
|
|
}
|
|
|
|
SpawnHierarchicalList( nEntities, pSpawnList, bActivateEntities );
|
|
|
|
delete [] pSpawnMapData;
|
|
delete [] pSpawnList;
|
|
}
|
|
|
|
void SpawnHierarchicalList( int nEntities, HierarchicalSpawn_t *pSpawnList, bool bActivateEntities )
|
|
{
|
|
// Compute the hierarchical depth of all entities hierarchically attached
|
|
ComputeSpawnHierarchyDepth( nEntities, pSpawnList );
|
|
|
|
// Sort the entities (other than the world) by hierarchy depth, in order to spawn them in
|
|
// that order. This insures that each entity's parent spawns before it does so that
|
|
// it can properly set up anything that relies on hierarchy.
|
|
SortSpawnListByHierarchy( nEntities, pSpawnList );
|
|
|
|
// save off entity positions if in edit mode
|
|
if ( engine->IsInEditMode() )
|
|
{
|
|
RememberInitialEntityPositions( nEntities, pSpawnList );
|
|
}
|
|
// Set up entity movement hierarchy in reverse hierarchy depth order. This allows each entity
|
|
// to use its parent's world spawn origin to calculate its local origin.
|
|
SetupParentsForSpawnList( nEntities, pSpawnList );
|
|
|
|
// Spawn all the entities in hierarchy depth order so that parents spawn before their children.
|
|
SpawnAllEntities( nEntities, pSpawnList, bActivateEntities );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEntData -
|
|
//-----------------------------------------------------------------------------
|
|
void MapEntity_PrecacheEntity( const char *pEntData, int &nStringSize )
|
|
{
|
|
CEntityMapData entData( (char*)pEntData, nStringSize );
|
|
char className[MAPKEY_MAXLENGTH];
|
|
|
|
if (!entData.ExtractValue("classname", className))
|
|
{
|
|
Error( "classname missing from entity!\n" );
|
|
}
|
|
|
|
// Construct via the LINK_ENTITY_TO_CLASS factory.
|
|
CBaseEntity *pEntity = CreateEntityByName(className);
|
|
|
|
//
|
|
// Set up keyvalues, which can set the model name, which is why we don't just do UTIL_PrecacheOther here...
|
|
//
|
|
if ( pEntity != NULL )
|
|
{
|
|
pEntity->ParseMapData(&entData);
|
|
pEntity->Precache();
|
|
UTIL_RemoveImmediate( pEntity );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Takes a block of character data as the input
|
|
// Input : pEntity - Receives the newly constructed entity, NULL on failure.
|
|
// pEntData - Data block to parse to extract entity keys.
|
|
// Output : Returns the current position in the entity data block.
|
|
//-----------------------------------------------------------------------------
|
|
const char *MapEntity_ParseEntity(CBaseEntity *&pEntity, const char *pEntData, IMapEntityFilter *pFilter)
|
|
{
|
|
CEntityMapData entData( (char*)pEntData );
|
|
char className[MAPKEY_MAXLENGTH];
|
|
|
|
if (!entData.ExtractValue("classname", className))
|
|
{
|
|
Error( "classname missing from entity!\n" );
|
|
}
|
|
|
|
pEntity = NULL;
|
|
if ( !pFilter || pFilter->ShouldCreateEntity( className ) )
|
|
{
|
|
//
|
|
// Construct via the LINK_ENTITY_TO_CLASS factory.
|
|
//
|
|
if ( pFilter )
|
|
pEntity = pFilter->CreateNextEntity( className );
|
|
else
|
|
pEntity = CreateEntityByName(className);
|
|
|
|
//
|
|
// Set up keyvalues.
|
|
//
|
|
if (pEntity != NULL)
|
|
{
|
|
pEntity->ParseMapData(&entData);
|
|
}
|
|
else
|
|
{
|
|
Warning("Can't init %s\n", className);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Just skip past all the keys.
|
|
char keyName[MAPKEY_MAXLENGTH];
|
|
char value[MAPKEY_MAXLENGTH];
|
|
if ( entData.GetFirstKey(keyName, value) )
|
|
{
|
|
do
|
|
{
|
|
}
|
|
while ( entData.GetNextKey(keyName, value) );
|
|
}
|
|
}
|
|
|
|
//
|
|
// Return the current parser position in the data block
|
|
//
|
|
return entData.CurrentBufferPosition();
|
|
}
|
|
|
|
|