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https://github.com/nillerusr/source-engine.git
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124 lines
3.4 KiB
C++
124 lines
3.4 KiB
C++
//========= 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 "sceneentity_shared.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar scene_print( "scene_print", "0", FCVAR_REPLICATED, "When playing back a scene, print timing and event info to console." );
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ConVar scene_clientflex( "scene_clientflex", "1", FCVAR_REPLICATED, "Do client side flex animation." );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pFormat -
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// ... -
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// Output : static void
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//-----------------------------------------------------------------------------
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void Scene_Printf( const char *pFormat, ... )
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{
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int val = scene_print.GetInt();
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if ( !val )
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return;
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if ( val >= 2 )
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{
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if ( CBaseEntity::IsServer() && val != 2 )
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{
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return;
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}
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else if ( !CBaseEntity::IsServer() && val != 3 )
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{
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return;
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}
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}
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va_list marker;
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char msg[8192];
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va_start(marker, pFormat);
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Q_vsnprintf(msg, sizeof(msg), pFormat, marker);
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va_end(marker);
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Msg( "%8.3f[%d] %s: %s", gpGlobals->curtime, gpGlobals->tickcount, CBaseEntity::IsServer() ? "sv" : "cl", msg );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CSceneTokenProcessor::CurrentToken( void )
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{
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return m_szToken;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : crossline -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSceneTokenProcessor::GetToken( bool crossline )
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{
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// NOTE: crossline is ignored here, may need to implement if needed
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m_pBuffer = engine->ParseFile( m_pBuffer, m_szToken, sizeof( m_szToken ) );
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if ( m_szToken[0] )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CSceneTokenProcessor::TokenAvailable( void )
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{
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char const *search_p = m_pBuffer;
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while ( *search_p <= 32)
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{
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if (*search_p == '\n')
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return false;
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search_p++;
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if ( !*search_p )
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return false;
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}
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if (*search_p == ';' || *search_p == '#' || // semicolon and # is comment field
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(*search_p == '/' && *((search_p)+1) == '/')) // also make // a comment field
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *fmt -
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// ... -
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//-----------------------------------------------------------------------------
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void CSceneTokenProcessor::Error( const char *fmt, ... )
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{
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char string[ 2048 ];
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va_list argptr;
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va_start( argptr, fmt );
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Q_vsnprintf( string, sizeof(string), fmt, argptr );
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va_end( argptr );
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Warning( "%s", string );
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Assert(0);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *buffer -
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//-----------------------------------------------------------------------------
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void CSceneTokenProcessor::SetBuffer( char *buffer )
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{
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m_pBuffer = buffer;
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}
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CSceneTokenProcessor g_TokenProcessor; |