mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 17:43:01 +00:00
137 lines
3.9 KiB
C++
137 lines
3.9 KiB
C++
//========= 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
|