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https://github.com/Gigaslav/HL2Overcharged.git
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49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
#include "igamesystem.h"
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#include <iostream>
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#include <vector>
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#include "OverCharged/luamanager.h"
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class MapAddLua;
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class CMapScriptParser : public CAutoGameSystem
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{
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public:
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CMapScriptParser(char const *name);
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void LevelInitParsing(void);
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void LevelPostInitParsing(void);
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virtual void OnRestore(void);
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virtual void LevelShutdownPostEntity(void);
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virtual void ParseScriptFile(const char* filename, bool official = false);
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virtual void PostParseScriptFile(const char* filename, bool official = false);
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virtual void ParseTriggerEvents(const char *parentLabelName, const char *childLabelName);
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virtual void ParseEntities(KeyValues *keyvalues);
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virtual void ParseSystemTriggers(KeyValues *pClassname);
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virtual void ParsePostInit(KeyValues *keyvalues);
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virtual void ParseRandomEntities(KeyValues *keyvalues);
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void ParseCSMInfo(KeyValues *keyvalues, const Vector &origin, const QAngle &originAngle);
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void MapaddChangeLevel(KeyValues *keyvalues);
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void ExecuteRandomEntites();
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void ModifyEnt(CBaseEntity *modEnt, KeyValues *pClassname, Vector &VelVector, variant_t &emptyVariant, char szSmodEntityName[128], bool &freeze, bool findedEnt);
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void SetRestored(bool restored)
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{
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m_bRestored = restored;
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//GetLuaManager()->InitDll();//Lua
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if (!m_bRestored)
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GetLuaManager()->InitDll();//Lua
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CMapAdd *pMapadd = GetMapAddEntity();
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pMapadd = CreateMapAddEntity();
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}
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KeyValues* m_pMapScript;
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private:
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bool m_bRestored;
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bool m_hasLua;
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class MapAddLua *Lua;
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};
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extern CMapScriptParser *GetMapScriptParser();
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