320 lines
7.3 KiB
C++
320 lines
7.3 KiB
C++
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "basetypes.h"
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#include "saverestore.h"
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#include "saverestore_utlvector.h"
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#include "saverestore_utlsymbol.h"
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#include "globalstate.h"
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#include "igamesystem.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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struct globalentity_t
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{
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DECLARE_SIMPLE_DATADESC();
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CUtlSymbol name;
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CUtlSymbol levelName;
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GLOBALESTATE state;
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int counter;
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};
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class CGlobalState : public CAutoGameSystem
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{
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public:
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CGlobalState( char const *name ) : CAutoGameSystem( name ), m_disableStateUpdates(false)
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{
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}
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// IGameSystem
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virtual void LevelShutdownPreEntity()
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{
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// don't allow state updates during shutdowns
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Assert( !m_disableStateUpdates );
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m_disableStateUpdates = true;
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}
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virtual void LevelShutdownPostEntity()
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{
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Assert( m_disableStateUpdates );
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m_disableStateUpdates = false;
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}
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void EnableStateUpdates( bool bEnable )
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{
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m_disableStateUpdates = !bEnable;
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}
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void SetState( int globalIndex, GLOBALESTATE state )
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{
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if ( m_disableStateUpdates || !m_list.IsValidIndex(globalIndex) )
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return;
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m_list[globalIndex].state = state;
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}
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GLOBALESTATE GetState( int globalIndex )
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{
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if ( !m_list.IsValidIndex(globalIndex) )
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return GLOBAL_OFF;
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return m_list[globalIndex].state;
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}
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void SetCounter( int globalIndex, int counter )
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{
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if ( m_disableStateUpdates || !m_list.IsValidIndex(globalIndex) )
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return;
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m_list[globalIndex].counter = counter;
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}
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int AddToCounter( int globalIndex, int delta )
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{
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if ( m_disableStateUpdates || !m_list.IsValidIndex(globalIndex) )
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return 0;
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return ( m_list[globalIndex].counter += delta );
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}
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int GetCounter( int globalIndex )
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{
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if ( !m_list.IsValidIndex(globalIndex) )
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return 0;
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return m_list[globalIndex].counter;
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}
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void SetMap( int globalIndex, string_t mapname )
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{
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if ( !m_list.IsValidIndex(globalIndex) )
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return;
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m_list[globalIndex].levelName = m_nameList.AddString( STRING(mapname) );
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}
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const char *GetMap( int globalIndex )
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{
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if ( !m_list.IsValidIndex(globalIndex) )
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return NULL;
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return m_nameList.String( m_list[globalIndex].levelName );
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}
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const char *GetName( int globalIndex )
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{
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if ( !m_list.IsValidIndex(globalIndex) )
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return NULL;
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return m_nameList.String( m_list[globalIndex].name );
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}
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int GetIndex( const char *pGlobalname )
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{
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CUtlSymbol symName = m_nameList.Find( pGlobalname );
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if ( symName.IsValid() )
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{
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for ( int i = m_list.Count() - 1; i >= 0; --i )
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{
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if ( m_list[i].name == symName )
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return i;
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}
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}
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return -1;
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}
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int AddEntity( const char *pGlobalname, const char *pMapName, GLOBALESTATE state )
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{
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globalentity_t entity;
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entity.name = m_nameList.AddString( pGlobalname );
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entity.levelName = m_nameList.AddString( pMapName );
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entity.state = state;
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int index = GetIndex( m_nameList.String( entity.name ) );
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if ( index >= 0 )
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return index;
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return m_list.AddToTail( entity );
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}
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int GetNumGlobals( void )
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{
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return m_list.Count();
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}
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void Reset( void );
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int Save( ISave &save );
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int Restore( IRestore &restore );
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DECLARE_SIMPLE_DATADESC();
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//#ifdef _DEBUG
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void DumpGlobals( void );
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//#endif
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public:
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CUtlSymbolTable m_nameList;
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private:
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bool m_disableStateUpdates;
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CUtlVector<globalentity_t> m_list;
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};
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static CGlobalState gGlobalState( "CGlobalState" );
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static CUtlSymbolDataOps g_GlobalSymbolDataOps( gGlobalState.m_nameList );
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void GlobalEntity_SetState( int globalIndex, GLOBALESTATE state )
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{
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gGlobalState.SetState( globalIndex, state );
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}
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void GlobalEntity_SetCounter( int globalIndex, int counter )
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{
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gGlobalState.SetCounter( globalIndex, counter );
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}
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int GlobalEntity_AddToCounter( int globalIndex, int delta )
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{
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return gGlobalState.AddToCounter( globalIndex, delta );
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}
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void GlobalEntity_EnableStateUpdates( bool bEnable )
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{
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gGlobalState.EnableStateUpdates( bEnable );
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}
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void GlobalEntity_SetMap( int globalIndex, string_t mapname )
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{
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gGlobalState.SetMap( globalIndex, mapname );
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}
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int GlobalEntity_Add( const char *pGlobalname, const char *pMapName, GLOBALESTATE state )
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{
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return gGlobalState.AddEntity( pGlobalname, pMapName, state );
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}
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int GlobalEntity_GetIndex( const char *pGlobalname )
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{
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return gGlobalState.GetIndex( pGlobalname );
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}
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GLOBALESTATE GlobalEntity_GetState( int globalIndex )
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{
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return gGlobalState.GetState( globalIndex );
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}
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int GlobalEntity_GetCounter( int globalIndex )
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{
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return gGlobalState.GetCounter( globalIndex );
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}
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const char *GlobalEntity_GetMap( int globalIndex )
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{
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return gGlobalState.GetMap( globalIndex );
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}
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const char *GlobalEntity_GetName( int globalIndex )
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{
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return gGlobalState.GetName( globalIndex );
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}
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int GlobalEntity_GetNumGlobals( void )
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{
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return gGlobalState.GetNumGlobals();
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}
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CON_COMMAND(dump_globals, "Dump all global entities/states")
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{
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gGlobalState.DumpGlobals();
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}
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// This is available all the time now on impulse 104, remove later
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//#ifdef _DEBUG
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void CGlobalState::DumpGlobals( void )
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{
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static char *estates[] = { "Off", "On", "Dead" };
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Msg( "-- Globals --\n" );
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for ( int i = 0; i < m_list.Count(); i++ )
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{
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Msg( "%s: %s (%s) = %d\n", m_nameList.String( m_list[i].name ), m_nameList.String( m_list[i].levelName ), estates[m_list[i].state], m_list[i].counter );
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}
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}
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//#endif
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// Global state Savedata
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BEGIN_SIMPLE_DATADESC( CGlobalState )
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DEFINE_UTLVECTOR( m_list, FIELD_EMBEDDED ),
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// DEFINE_FIELD( m_nameList, CUtlSymbolTable ),
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// DEFINE_FIELD( m_disableStateUpdates, FIELD_BOOLEAN ),
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END_DATADESC()
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BEGIN_SIMPLE_DATADESC( globalentity_t )
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DEFINE_CUSTOM_FIELD( name, &g_GlobalSymbolDataOps ),
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DEFINE_CUSTOM_FIELD( levelName, &g_GlobalSymbolDataOps ),
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DEFINE_FIELD( state, FIELD_INTEGER ),
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DEFINE_FIELD( counter, FIELD_INTEGER ),
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END_DATADESC()
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int CGlobalState::Save( ISave &save )
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{
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if ( !save.WriteFields( "GLOBAL", this, NULL, m_DataMap.dataDesc, m_DataMap.dataNumFields ) )
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return 0;
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return 1;
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}
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int CGlobalState::Restore( IRestore &restore )
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{
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Reset();
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if ( !restore.ReadFields( "GLOBAL", this, NULL, m_DataMap.dataDesc, m_DataMap.dataNumFields ) )
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return 0;
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return 1;
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}
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void CGlobalState::Reset( void )
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{
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m_list.Purge();
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m_nameList.RemoveAll();
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}
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void SaveGlobalState( CSaveRestoreData *pSaveData )
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{
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CSave saveHelper( pSaveData );
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gGlobalState.Save( saveHelper );
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}
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void RestoreGlobalState( CSaveRestoreData *pSaveData )
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{
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CRestore restoreHelper( pSaveData );
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gGlobalState.Restore( restoreHelper );
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}
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//-----------------------------------------------------------------------------
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// Purpose: This gets called when a level is shut down
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//-----------------------------------------------------------------------------
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void ResetGlobalState( void )
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{
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gGlobalState.Reset();
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}
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void ShowServerGameTime()
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{
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Msg( "Server game time: %f\n", gpGlobals->curtime );
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}
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CON_COMMAND(server_game_time, "Gives the game time in seconds (server's curtime)")
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{
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ShowServerGameTime();
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}
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