hl2_src-leak-2017/src/game/shared/sceneentity_shared.cpp

124 lines
3.4 KiB
C++

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