diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/playerclass_info_parse.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/playerclass_info_parse.h')
| -rw-r--r-- | mp/src/game/shared/playerclass_info_parse.h | 168 |
1 files changed, 84 insertions, 84 deletions
diff --git a/mp/src/game/shared/playerclass_info_parse.h b/mp/src/game/shared/playerclass_info_parse.h index 2a03be0d..1f008333 100644 --- a/mp/src/game/shared/playerclass_info_parse.h +++ b/mp/src/game/shared/playerclass_info_parse.h @@ -1,84 +1,84 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Player class data file parsing, shared by game & client dlls.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef PLAYERCLASS_INFO_PARSE_H
-#define PLAYERCLASS_INFO_PARSE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "shareddefs.h"
-
-class IFileSystem;
-class KeyValues;
-
-typedef unsigned short PLAYERCLASS_FILE_INFO_HANDLE;
-
-#define MAX_PLAYERCLASS_NAME_LENGTH 128
-
-//-----------------------------------------------------------------------------
-// Purpose: Contains the data read from the player class script files.
-// It's cached so we only read each script file once.
-// Each game provides a CreatePlayerClassInfo function so it can have game-specific
-// data in the player class scripts.
-//-----------------------------------------------------------------------------
-class FilePlayerClassInfo_t
-{
-public:
-
- FilePlayerClassInfo_t();
-
- // Each game can override this to get whatever values it wants from the script.
- virtual void Parse( KeyValues *pKeyValuesData, const char *szClassName );
-
-
-public:
- bool m_bParsedScript;
-
-public:
- // Class properties
-
- // todo : better lengths for these arrays ?
-
- char m_szPlayerClassName[MAX_PLAYERCLASS_NAME_LENGTH];
- char m_szPrintName[MAX_PLAYERCLASS_NAME_LENGTH]; // localization key for print name
- char m_szPlayerModel[MAX_PLAYERCLASS_NAME_LENGTH];
- char m_szSelectCmd[32]; //command the player can issue to switch to this class
-};
-
-// The weapon parse function
-bool ReadPlayerClassDataFromFileForSlot( IFileSystem* filesystem, const char *szClassName,
- PLAYERCLASS_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL );
-
-// If player class info has been loaded for the specified class name, this returns it.
-PLAYERCLASS_FILE_INFO_HANDLE LookupPlayerClassInfoSlot( const char *name );
-
-// Given a handle to the player class info, return the class data
-FilePlayerClassInfo_t *GetFilePlayerClassInfoFromHandle( PLAYERCLASS_FILE_INFO_HANDLE handle );
-
-// Get the null Player Class object
-PLAYERCLASS_FILE_INFO_HANDLE GetInvalidPlayerClassInfoHandle( void );
-
-// Initialize all player class info
-void ResetFilePlayerClassInfoDatabase( void );
-
-
-//
-// Read a possibly-encrypted KeyValues file in.
-// If pICEKey is NULL, then it appends .txt to the filename and loads it as an unencrypted file.
-// If pICEKey is non-NULL, then it appends .ctx to the filename and loads it as an encrypted file.
-//
-// (This should be moved into a more appropriate place).
-//
-extern KeyValues* ReadEncryptedKVPlayerClassFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey );
-
-
-// Each game implements this. It can return a derived class and override Parse() if it wants.
-extern FilePlayerClassInfo_t* CreatePlayerClassInfo();
-
-
-#endif // PLAYERCLASS_INFO_PARSE_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Player class data file parsing, shared by game & client dlls. +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef PLAYERCLASS_INFO_PARSE_H +#define PLAYERCLASS_INFO_PARSE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "shareddefs.h" + +class IFileSystem; +class KeyValues; + +typedef unsigned short PLAYERCLASS_FILE_INFO_HANDLE; + +#define MAX_PLAYERCLASS_NAME_LENGTH 128 + +//----------------------------------------------------------------------------- +// Purpose: Contains the data read from the player class script files. +// It's cached so we only read each script file once. +// Each game provides a CreatePlayerClassInfo function so it can have game-specific +// data in the player class scripts. +//----------------------------------------------------------------------------- +class FilePlayerClassInfo_t +{ +public: + + FilePlayerClassInfo_t(); + + // Each game can override this to get whatever values it wants from the script. + virtual void Parse( KeyValues *pKeyValuesData, const char *szClassName ); + + +public: + bool m_bParsedScript; + +public: + // Class properties + + // todo : better lengths for these arrays ? + + char m_szPlayerClassName[MAX_PLAYERCLASS_NAME_LENGTH]; + char m_szPrintName[MAX_PLAYERCLASS_NAME_LENGTH]; // localization key for print name + char m_szPlayerModel[MAX_PLAYERCLASS_NAME_LENGTH]; + char m_szSelectCmd[32]; //command the player can issue to switch to this class +}; + +// The weapon parse function +bool ReadPlayerClassDataFromFileForSlot( IFileSystem* filesystem, const char *szClassName, + PLAYERCLASS_FILE_INFO_HANDLE *phandle, const unsigned char *pICEKey = NULL ); + +// If player class info has been loaded for the specified class name, this returns it. +PLAYERCLASS_FILE_INFO_HANDLE LookupPlayerClassInfoSlot( const char *name ); + +// Given a handle to the player class info, return the class data +FilePlayerClassInfo_t *GetFilePlayerClassInfoFromHandle( PLAYERCLASS_FILE_INFO_HANDLE handle ); + +// Get the null Player Class object +PLAYERCLASS_FILE_INFO_HANDLE GetInvalidPlayerClassInfoHandle( void ); + +// Initialize all player class info +void ResetFilePlayerClassInfoDatabase( void ); + + +// +// Read a possibly-encrypted KeyValues file in. +// If pICEKey is NULL, then it appends .txt to the filename and loads it as an unencrypted file. +// If pICEKey is non-NULL, then it appends .ctx to the filename and loads it as an encrypted file. +// +// (This should be moved into a more appropriate place). +// +extern KeyValues* ReadEncryptedKVPlayerClassFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey ); + + +// Each game implements this. It can return a derived class and override Parse() if it wants. +extern FilePlayerClassInfo_t* CreatePlayerClassInfo(); + + +#endif // PLAYERCLASS_INFO_PARSE_H |