mirror of
https://github.com/celisej567/source-sdk-2013.git
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177 lines
5.6 KiB
C++
177 lines
5.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Due to this being a custom integration of VScript based on the Alien Swarm SDK, we don't have access to
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// some of the code normally available in games like L4D2 or Valve's original VScript DLL.
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// Instead, that code is recreated here, shared between server and client.
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//
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// It also contains other functions unique to Mapbase.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#ifndef CLIENT_DLL
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#include "globalstate.h"
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#include "vscript_server.h"
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#endif
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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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#ifndef CLIENT_DLL
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extern ConVar sv_script_think_interval;
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void AddThinkToEnt( HSCRIPT entity, const char *pszFuncName )
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{
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CBaseEntity *pEntity = ToEnt( entity );
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if (!pEntity)
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return;
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if (pszFuncName == NULL || pszFuncName[0] == '\0')
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pEntity->m_iszScriptThinkFunction = NULL_STRING;
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else
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pEntity->m_iszScriptThinkFunction = AllocPooledString(pszFuncName);
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pEntity->SetContextThink( &CBaseEntity::ScriptThink, gpGlobals->curtime + sv_script_think_interval.GetFloat(), "ScriptThink" );
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}
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HSCRIPT EntIndexToHScript( int index )
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{
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return ToHScript( UTIL_EntityByIndex( index ) );
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}
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void ParseScriptTableKeyValues( CBaseEntity *pEntity, HSCRIPT hKV )
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{
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int nIterator = -1;
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ScriptVariant_t varKey, varValue;
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while ((nIterator = g_pScriptVM->GetKeyValue( hKV, nIterator, &varKey, &varValue )) != -1)
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{
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switch (varValue.m_type)
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{
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case FIELD_CSTRING: pEntity->KeyValue( varKey.m_pszString, varValue.m_pszString ); break;
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case FIELD_FLOAT: pEntity->KeyValue( varKey.m_pszString, varValue.m_float ); break;
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case FIELD_VECTOR: pEntity->KeyValue( varKey.m_pszString, *varValue.m_pVector ); break;
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}
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g_pScriptVM->ReleaseValue( varKey );
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g_pScriptVM->ReleaseValue( varValue );
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}
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}
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void PrecacheEntityFromTable( const char *pszClassname, HSCRIPT hKV )
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{
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// This is similar to UTIL_PrecacheOther(), but we can't check if we can only precache it once.
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// Probably for the best anyway, as similar classes can still have different precachable properties.
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CBaseEntity *pEntity = CreateEntityByName( pszClassname );
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if (!pEntity)
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{
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Assert( !"PrecacheEntityFromTable: only works for CBaseEntities" );
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return;
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}
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ParseScriptTableKeyValues( pEntity, hKV );
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pEntity->Precache();
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UTIL_RemoveImmediate( pEntity );
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}
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HSCRIPT SpawnEntityFromTable( const char *pszClassname, HSCRIPT hKV )
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{
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CBaseEntity *pEntity = CreateEntityByName( pszClassname );
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if ( !pEntity )
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{
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Assert( !"SpawnEntityFromTable: only works for CBaseEntities" );
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return NULL;
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}
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gEntList.NotifyCreateEntity( pEntity );
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ParseScriptTableKeyValues( pEntity, hKV );
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DispatchSpawn( pEntity );
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return ToHScript( pEntity );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Mapbase-specific functions start here
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//-----------------------------------------------------------------------------
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#ifndef CLIENT_DLL
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inline CScriptKeyValues *ToScriptKeyValues( HSCRIPT hKV )
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{
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return (hKV) ? (CScriptKeyValues*)g_pScriptVM->GetInstanceValue( hKV, GetScriptDescForClass( CScriptKeyValues ) ) : NULL;
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}
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HSCRIPT SpawnEntityFromKeyValues( const char *pszClassname, HSCRIPT hKV )
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{
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CBaseEntity *pEntity = CreateEntityByName( pszClassname );
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if ( !pEntity )
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{
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Assert( !"SpawnEntityFromKeyValues: only works for CBaseEntities" );
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return NULL;
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}
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gEntList.NotifyCreateEntity( pEntity );
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CScriptKeyValues *pScriptKV = ToScriptKeyValues( hKV );
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if (pScriptKV)
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{
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KeyValues *pKV = pScriptKV->m_pKeyValues;
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for (pKV = pKV->GetFirstSubKey(); pKV != NULL; pKV = pKV->GetNextKey())
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{
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pEntity->KeyValue( pKV->GetName(), pKV->GetString() );
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}
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}
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DispatchSpawn( pEntity );
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return ToHScript( pEntity );
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}
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void ScriptDispatchSpawn( HSCRIPT hEntity )
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{
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CBaseEntity *pEntity = ToEnt( hEntity );
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if (pEntity)
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{
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DispatchSpawn( pEntity );
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}
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}
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#endif
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void RegisterSharedScriptFunctions()
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{
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//
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// Due to this being a custom integration of VScript based on the Alien Swarm SDK, we don't have access to
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// some of the code normally available in games like L4D2 or Valve's original VScript DLL.
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// Instead, that code is recreated here, shared between server and client.
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//
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ScriptRegisterFunction( g_pScriptVM, RandomFloat, "Generate a random floating point number within a range, inclusive." );
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ScriptRegisterFunction( g_pScriptVM, RandomInt, "Generate a random integer within a range, inclusive." );
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#ifndef CLIENT_DLL
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ScriptRegisterFunctionNamed( g_pScriptVM, NDebugOverlay::BoxDirection, "DebugDrawBoxDirection", "Draw a debug forward box" );
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ScriptRegisterFunctionNamed( g_pScriptVM, NDebugOverlay::Text, "DebugDrawText", "Draw a debug overlay text" );
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ScriptRegisterFunction( g_pScriptVM, AddThinkToEnt, "This will put a think function onto an entity, or pass null to remove it. This is NOT chained, so be careful." );
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ScriptRegisterFunction( g_pScriptVM, EntIndexToHScript, "Returns the script handle for the given entity index." );
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ScriptRegisterFunction( g_pScriptVM, PrecacheEntityFromTable, "Precache an entity from KeyValues in a table." );
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ScriptRegisterFunction( g_pScriptVM, SpawnEntityFromTable, "Native function for entity spawning." );
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#endif
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// Functions unique to Mapbase
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#ifndef CLIENT_DLL
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ScriptRegisterFunction( g_pScriptVM, SpawnEntityFromKeyValues, "Spawns an entity with the keyvalues in a CScriptKeyValues handle." );
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ScriptRegisterFunctionNamed( g_pScriptVM, ScriptDispatchSpawn, "DispatchSpawn", "Spawns an unspawned entity." );
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#endif
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#ifdef CLIENT_DLL
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VScriptRunScript( "vscript_client", true );
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#else
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VScriptRunScript( "vscript_server", true );
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#endif
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}
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