- Added separate ScriptManagers for UI stuff and Game stuff (g_UIScriptManager (client-only) and g_GameScriptManager (client and server))

* Modified ScriptManager to have no static functions
- Added our own client DLL interface class (CFF_CL_DLL_Interface) that inherits from CHLClient
 * Moved all FF code out of cdll_client_int.cpp
 * Moved CHLClient class declaration to cdll_client_int.h
This commit is contained in:
squeek 2013-11-02 12:07:55 +00:00
parent 41947795c8
commit 9aa4479a03
7 changed files with 421 additions and 53 deletions

View file

@ -147,10 +147,6 @@
#include "fbxsystem/fbxsystem.h"
#endif
#ifdef FF
//#include "lua/luaman.h"
#endif
extern vgui::IInputInternal *g_InputInternal;
const char *COM_GetModDirectory(); // return the mod dir (rather than the complete -game param, which can be a path)
@ -174,6 +170,11 @@ const char *COM_GetModDirectory(); // return the mod dir (rather than the comple
#include "sixense/in_sixense.h"
#endif
#ifdef FF
#include "ff_cl_dll_interface.h"
extern CFF_CL_DLL_Interface gFFClient;
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -588,6 +589,7 @@ void DisplayBoneSetupEnts()
#endif
}
#ifndef FF // Moved class definition to .h so we can inherit from it
//-----------------------------------------------------------------------------
// Purpose: engine to client .dll interface
//-----------------------------------------------------------------------------
@ -734,14 +736,17 @@ private:
CUtlVector< IMaterial * > m_CachedMaterials;
};
#endif
#ifndef FF // FF exposes its own interface
CHLClient gHLClient;
IBaseClientDLL *clientdll = &gHLClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHLClient, IBaseClientDLL, CLIENT_DLL_INTERFACE_VERSION, gHLClient );
#endif
#ifndef FF
//-----------------------------------------------------------------------------
// Precaches a material
//-----------------------------------------------------------------------------
@ -749,6 +754,15 @@ void PrecacheMaterial( const char *pMaterialName )
{
gHLClient.PrecacheMaterial( pMaterialName );
}
#else
//-----------------------------------------------------------------------------
// Precaches a material
//-----------------------------------------------------------------------------
void PrecacheMaterial( const char *pMaterialName )
{
gFFClient.PrecacheMaterial( pMaterialName );
}
#endif
//-----------------------------------------------------------------------------
// Converts a previously precached material into an index
@ -871,27 +885,7 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi
ConnectTier3Libraries( &appSystemFactory, 1 );
#ifndef NO_STEAM
//assert ( false );
ClientSteamContext().Activate();
uint32 appId = steamapicontext->SteamUtils()->GetAppID();
char msg[128];
Q_snprintf(msg, 128,"Steam AppID = %i\n", appId);
DevMsg(msg);
/*
// careful: you might want to use a long long if you're a internet celeb like squeek
int numFriends = steamapicontext->SteamFriends()->GetFriendCount(k_EFriendFlagImmediate);
for (int i = 0; i < numFriends; i++)
{
CSteamID steamFrendzor = steamapicontext->SteamFriends()->GetFriendByIndex(i, k_EFriendFlagImmediate);
AccountID_t acctId = steamFrendzor.GetAccountID();
//const char *steamName = steamapicontext->SteamFriends()->GetFriendPersonaName(steamFrendzor);
if (acctId == 5800795)
{
//5800795 is my old steam acct running on my laptop to test this shit
steamapicontext->SteamFriends()->InviteUserToGame(steamFrendzor, "connect 1.2.3.4;password barf");
}
}*/
#endif
// We aren't happy unless we get all of our interfaces.
@ -1115,11 +1109,6 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi
#ifndef _X360
HookHapticMessages(); // Always hook the messages
#endif
#ifdef FF
//lua_init();
#endif
return true;
}
@ -1200,10 +1189,6 @@ void CHLClient::PostInit()
//-----------------------------------------------------------------------------
void CHLClient::Shutdown( void )
{
#ifdef FF
//lua_shutdown();
#endif
if (g_pAchievementsAndStatsInterface)
{
g_pAchievementsAndStatsInterface->ReleasePanel();
@ -1839,6 +1824,7 @@ void CHLClient::VoiceStatus( int entindex, qboolean bTalking )
}
#ifndef FF
//-----------------------------------------------------------------------------
// Called when the string table for materials changes
//-----------------------------------------------------------------------------
@ -1848,6 +1834,17 @@ void OnMaterialStringTableChanged( void *object, INetworkStringTable *stringTabl
gHLClient.PrecacheMaterial( newString );
RequestCacheUsedMaterials();
}
#else
//-----------------------------------------------------------------------------
// Called when the string table for materials changes
//-----------------------------------------------------------------------------
void OnMaterialStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
{
// Make sure this puppy is precached
gFFClient.PrecacheMaterial( newString );
RequestCacheUsedMaterials();
}
#endif
//-----------------------------------------------------------------------------

View file

@ -111,6 +111,154 @@ extern IReplayScreenshotManager *g_pReplayScreenshotManager;
extern IEngineReplay *g_pEngineReplay;
extern IEngineClientReplay *g_pEngineClientReplay;
//-----------------------------------------------------------------------------
// Purpose: engine to client .dll interface
//-----------------------------------------------------------------------------
class CHLClient : public IBaseClientDLL
{
public:
CHLClient();
virtual int Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals );
virtual void PostInit();
virtual void Shutdown( void );
virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory );
virtual bool ReplayPostInit();
virtual void LevelInitPreEntity( const char *pMapName );
virtual void LevelInitPostEntity();
virtual void LevelShutdown( void );
virtual ClientClass *GetAllClasses( void );
virtual int HudVidInit( void );
virtual void HudProcessInput( bool bActive );
virtual void HudUpdate( bool bActive );
virtual void HudReset( void );
virtual void HudText( const char * message );
// Mouse Input Interfaces
virtual void IN_ActivateMouse( void );
virtual void IN_DeactivateMouse( void );
virtual void IN_Accumulate( void );
virtual void IN_ClearStates( void );
virtual bool IN_IsKeyDown( const char *name, bool& isdown );
virtual void IN_OnMouseWheeled( int nDelta );
// Raw signal
virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual void IN_SetSampleTime( float frametime );
// Create movement command
virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active );
virtual void ExtraMouseSample( float frametime, bool active );
virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand );
virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot );
virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot );
virtual void View_Render( vrect_t *rect );
virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
virtual void View_Fade( ScreenFade_t *pSF );
virtual void SetCrosshairAngle( const QAngle& angle );
virtual void InitSprite( CEngineSprite *pSprite, const char *loadname );
virtual void ShutdownSprite( CEngineSprite *pSprite );
virtual int GetSpriteSize( void ) const;
virtual void VoiceStatus( int entindex, qboolean bTalking );
virtual void InstallStringTableCallback( const char *tableName );
virtual void FrameStageNotify( ClientFrameStage_t curStage );
virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data );
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit( int size );
virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void PreSave( CSaveRestoreData * );
virtual void Save( CSaveRestoreData * );
virtual void WriteSaveHeaders( CSaveRestoreData * );
virtual void ReadRestoreHeaders( CSaveRestoreData * );
virtual void Restore( CSaveRestoreData *, bool );
virtual void DispatchOnRestore();
virtual void WriteSaveGameScreenshot( const char *pFilename );
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
virtual void EmitSentenceCloseCaption( char const *tokenstream );
virtual void EmitCloseCaption( char const *captionname, float duration );
virtual CStandardRecvProxies* GetStandardRecvProxies();
virtual bool CanRecordDemo( char *errorMsg, int length ) const;
virtual void OnDemoRecordStart( char const* pDemoBaseName );
virtual void OnDemoRecordStop();
virtual void OnDemoPlaybackStart( char const* pDemoBaseName );
virtual void OnDemoPlaybackStop();
virtual bool ShouldDrawDropdownConsole();
// Get client screen dimensions
virtual int GetScreenWidth();
virtual int GetScreenHeight();
// save game screenshot writing
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/, bool bWriteVTF/*=false*/ );
// Gets the location of the player viewpoint
virtual bool GetPlayerView( CViewSetup &playerView );
// Matchmaking
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
virtual uint GetPresenceID( const char *pIDName );
virtual const char *GetPropertyIdString( const uint id );
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
virtual void InvalidateMdlCache();
virtual void ReloadFilesInList( IFileList *pFilesToReload );
// Let the client handle UI toggle - if this function returns false, the UI will toggle, otherwise it will not.
virtual bool HandleUiToggle();
// Allow the console to be shown?
virtual bool ShouldAllowConsole();
// Get renamed recv tables
virtual CRenamedRecvTableInfo *GetRenamedRecvTableInfos();
// Get the mouthinfo for the sound being played inside UI panels
virtual CMouthInfo *GetClientUIMouthInfo();
// Notify the client that a file has been received from the game server
virtual void FileReceived( const char * fileName, unsigned int transferID );
virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName );
virtual void ClientAdjustStartSoundParams( struct StartSoundParams_t& params );
// Returns true if the disconnect command has been handled by the client
virtual bool DisconnectAttempt( void );
public:
void PrecacheMaterial( const char *pMaterialName );
virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar );
private:
void UncacheAllMaterials( );
void ResetStringTablePointers();
CUtlVector< IMaterial * > m_CachedMaterials;
};
//=============================================================================
// HPE_BEGIN
// [dwenger] Necessary for stats display

View file

@ -32,7 +32,8 @@ $Project "Client (FF)"
{
$Folder "Game"
{
$File "ff\ff_cl_dll_interface.cpp"
$File "ff\ff_cl_dll_interface.h"
}
$Folder "Player"
{

View file

@ -0,0 +1,51 @@
#include "cbase.h"
#include "ff_cl_dll_interface.h"
#include "steam/steam_api.h"
#include "ff_sh_scriptman.h"
#define CLIENT_DLL_INTERFACE_VERSION "VClient017"
int CFF_CL_DLL_Interface::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals )
{
int ret = BaseClass::Init( appSystemFactory, physicsFactory, pGlobals );
// initialize UI Lua VM
g_UIScriptManager.Init();
// Test steam API
uint32 appId = steamapicontext->SteamUtils()->GetAppID();
char msg[128];
Q_snprintf(msg, 128,"Steam AppID = %i\n", appId);
DevMsg(msg);
/*
// careful: you might want to use a long long if you're a internet celeb like squeek
int numFriends = steamapicontext->SteamFriends()->GetFriendCount(k_EFriendFlagImmediate);
for (int i = 0; i < numFriends; i++)
{
CSteamID steamFrendzor = steamapicontext->SteamFriends()->GetFriendByIndex(i, k_EFriendFlagImmediate);
AccountID_t acctId = steamFrendzor.GetAccountID();
//const char *steamName = steamapicontext->SteamFriends()->GetFriendPersonaName(steamFrendzor);
if (acctId == 5800795)
{
//5800795 is my old steam acct running on my laptop to test this shit
steamapicontext->SteamFriends()->InviteUserToGame(steamFrendzor, "connect 1.2.3.4;password barf");
}
}*/
return ret;
}
void CFF_CL_DLL_Interface::Shutdown( void )
{
// shutdown UI Lua VM
g_UIScriptManager.Shutdown();
BaseClass::Shutdown();
}
CFF_CL_DLL_Interface gFFClient;
IBaseClientDLL *clientdll = &gFFClient;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CFF_CL_DLL_Interface, IBaseClientDLL, CLIENT_DLL_INTERFACE_VERSION, gFFClient );

View file

@ -0,0 +1,162 @@
#ifndef FF_CL_DLL_INTERFACE_H
#define FF_CL_DLL_INTERFACE_H
#pragma once
#include "cdll_client_int.h"
class CHLClient;
//-----------------------------------------------------------------------------
// Purpose: engine to client .dll interface
//-----------------------------------------------------------------------------
class CFF_CL_DLL_Interface : public CHLClient
{
public:
// squeek: I couldn't get DECLARE_CLASS_NOBASE to compile in CHLClient, so I couldn't use DECLARE_CLASS here
// this works but it could potentially have negative consequences
DECLARE_CLASS_GAMEROOT( CFF_CL_DLL_Interface, CHLClient );
// <-- Extended functions (meaning the BaseClass function is always called)
virtual int Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals );
virtual void Shutdown( void );
// --> Extended functions
/*
virtual void PostInit();
virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory );
virtual bool ReplayPostInit();
virtual void LevelInitPreEntity( const char *pMapName );
virtual void LevelInitPostEntity();
virtual void LevelShutdown( void );
virtual ClientClass *GetAllClasses( void );
virtual int HudVidInit( void );
virtual void HudProcessInput( bool bActive );
virtual void HudUpdate( bool bActive );
virtual void HudReset( void );
virtual void HudText( const char * message );
// Mouse Input Interfaces
virtual void IN_ActivateMouse( void );
virtual void IN_DeactivateMouse( void );
virtual void IN_Accumulate( void );
virtual void IN_ClearStates( void );
virtual bool IN_IsKeyDown( const char *name, bool& isdown );
virtual void IN_OnMouseWheeled( int nDelta );
// Raw signal
virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual void IN_SetSampleTime( float frametime );
// Create movement command
virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active );
virtual void ExtraMouseSample( float frametime, bool active );
virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand );
virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot );
virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot );
virtual void View_Render( vrect_t *rect );
virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw );
virtual void View_Fade( ScreenFade_t *pSF );
virtual void SetCrosshairAngle( const QAngle& angle );
virtual void InitSprite( CEngineSprite *pSprite, const char *loadname );
virtual void ShutdownSprite( CEngineSprite *pSprite );
virtual int GetSpriteSize( void ) const;
virtual void VoiceStatus( int entindex, qboolean bTalking );
virtual void InstallStringTableCallback( const char *tableName );
virtual void FrameStageNotify( ClientFrameStage_t curStage );
virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data );
// Save/restore system hooks
virtual CSaveRestoreData *SaveInit( int size );
virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
virtual void PreSave( CSaveRestoreData * );
virtual void Save( CSaveRestoreData * );
virtual void WriteSaveHeaders( CSaveRestoreData * );
virtual void ReadRestoreHeaders( CSaveRestoreData * );
virtual void Restore( CSaveRestoreData *, bool );
virtual void DispatchOnRestore();
virtual void WriteSaveGameScreenshot( const char *pFilename );
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
// the appropriate close caption if running with closecaption = 1
virtual void EmitSentenceCloseCaption( char const *tokenstream );
virtual void EmitCloseCaption( char const *captionname, float duration );
virtual CStandardRecvProxies* GetStandardRecvProxies();
virtual bool CanRecordDemo( char *errorMsg, int length ) const;
virtual void OnDemoRecordStart( char const* pDemoBaseName );
virtual void OnDemoRecordStop();
virtual void OnDemoPlaybackStart( char const* pDemoBaseName );
virtual void OnDemoPlaybackStop();
virtual bool ShouldDrawDropdownConsole();
// Get client screen dimensions
virtual int GetScreenWidth();
virtual int GetScreenHeight();
// save game screenshot writing
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded, bool bWriteVTF );
// Gets the location of the player viewpoint
virtual bool GetPlayerView( CViewSetup &playerView );
// Matchmaking
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
virtual uint GetPresenceID( const char *pIDName );
virtual const char *GetPropertyIdString( const uint id );
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
virtual void InvalidateMdlCache();
virtual void ReloadFilesInList( IFileList *pFilesToReload );
// Let the client handle UI toggle - if this function returns false, the UI will toggle, otherwise it will not.
virtual bool HandleUiToggle();
// Allow the console to be shown?
virtual bool ShouldAllowConsole();
// Get renamed recv tables
virtual CRenamedRecvTableInfo *GetRenamedRecvTableInfos();
// Get the mouthinfo for the sound being played inside UI panels
virtual CMouthInfo *GetClientUIMouthInfo();
// Notify the client that a file has been received from the game server
virtual void FileReceived( const char * fileName, unsigned int transferID );
virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName );
virtual void ClientAdjustStartSoundParams( struct StartSoundParams_t& params );
// Returns true if the disconnect command has been handled by the client
virtual bool DisconnectAttempt( void );
public:
void PrecacheMaterial( const char *pMaterialName );
virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar );
private:
void UncacheAllMaterials( );
void ResetStringTablePointers();
CUtlVector< IMaterial * > m_CachedMaterials;
*/
};
#endif

View file

@ -28,10 +28,10 @@
#include "tier0/memdbgon.h"
#if FF_DLL
#ifdef FF
// custom game modes made so damn easy
ConVar sv_mapluasuffix( "sv_mapluasuffix", "0", FCVAR_ARCHIVE, "Have a custom lua file (game mode) loaded when the map loads. If this suffix string is set, maps\\mapname__suffix__.lua (if it exists) is used instead of maps\\mapname.lua. To reset this cvar, make it 0.");
ConVar sv_luaglobalscript( "sv_globalluascript", "0", FCVAR_ARCHIVE, "Load a custom lua file globally after map scripts. Will overwrite map script. Will be loaded from maps\\globalscripts. To disable, set to 0.");
ConVar sv_mapluasuffix( "sv_mapluasuffix", "0", FCVAR_NOTIFY, "Have a custom lua file (game mode) loaded when the map loads. If this suffix string is set, maps\\mapname__suffix__.lua (if it exists) is used instead of maps\\mapname.lua. To reset this cvar, make it 0.");
ConVar sv_luaglobalscript( "sv_globalluascript", "0", FCVAR_NOTIFY, "Load a custom lua file globally after map scripts. Will overwrite map script. Will be loaded from maps\\globalscripts. To disable, set to 0.");
#endif
/////////////////////////////////////////////////////////////////////////////
@ -39,7 +39,10 @@ using namespace luabind;
/////////////////////////////////////////////////////////////////////////////
// globals
CFF_SH_ScriptManager _scriptman;
CFF_SH_ScriptManager g_GameScriptManager;
#ifdef CLIENT_DLL
CFF_SH_ScriptManager g_UIScriptManager;
#endif
/////////////////////////////////////////////////////////////////////////////
@ -108,7 +111,6 @@ void CFF_SH_ScriptManager::Init()
Msg("[SCRIPT] Entity system initialization successful.\n");
}
#ifdef FF_DLL
void CFF_SH_ScriptManager::LevelInit(const char* szMapName)
{
const char* default_luafile = "maps/default.lua";
@ -133,7 +135,11 @@ void CFF_SH_ScriptManager::LevelInit(const char* szMapName)
if ( sv_mapluasuffix.GetString()[0] != '0' )
{
Msg( "[SCRIPT] sv_mapluasuffix set to %s | finding maps\\%s__%s__.lua\n", sv_mapluasuffix.GetString(), szMapName, sv_mapluasuffix.GetString() );
#ifdef CLIENT_DLL
if ( filesystem->FileExists( VarArgs( "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() ) ) )
#else
if ( filesystem->FileExists( UTIL_VarArgs( "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() ) ) )
#endif
{
Q_snprintf( filename, sizeof(filename), "maps/%s__%s__.lua", szMapName, sv_mapluasuffix.GetString() );
Msg( "[SCRIPT] maps\\%s__%s__.lua found\n", szMapName, sv_mapluasuffix.GetString() );
@ -149,7 +155,11 @@ void CFF_SH_ScriptManager::LevelInit(const char* szMapName)
{
const char* scriptname = sv_luaglobalscript.GetString();
Msg("[SCRIPT] sv_luaglobalscript set to %s | loading global script maps maps\\globalscripts\\%s.lua\n", scriptname, scriptname );
#ifdef CLIENT_DLL
if( filesystem->FileExists( VarArgs( "maps/globalscripts/%s.lua", scriptname ) ) )
#else
if( filesystem->FileExists( UTIL_VarArgs( "maps/globalscripts/%s.lua", scriptname ) ) )
#endif
{
Q_snprintf( globalscript_filename, sizeof(globalscript_filename), "maps/globalscripts/%s.lua", scriptname );
Msg("[SCRIPT] maps\\globalscripts\\%s.lua found\n", scriptname );\
@ -231,9 +241,7 @@ void CFF_SH_ScriptManager::LevelInit(const char* szMapName)
// spawn the helper entity
//FF_TODO: CFFEntitySystemHelper::Create();
}
#endif
#ifdef FF_DLL
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager::LevelShutdown()
{
@ -245,8 +253,6 @@ void CFF_SH_ScriptManager::LevelShutdown()
}
}
#endif
/////////////////////////////////////////////////////////////////////////////
void CFF_SH_ScriptManager::OnScriptLoad(const char* szFileName,
const char* szFileContents)
@ -282,7 +288,7 @@ bool CFF_SH_ScriptManager::LoadFile( lua_State *L, const char *filename)
//FF_TODO: VPROF_BUDGET( "CFF_SH_ScriptManager::LoadFile", VPROF_BUDGETGROUP_FF_LUA );
// don't allow scripters to sneak in scripts after the initial load
if(!_scriptman.m_isLoading)
if(!m_isLoading)
{
Warning("[SCRIPT] Loading of scripts after initial map load is not allowed.\n");
return false;
@ -309,7 +315,7 @@ bool CFF_SH_ScriptManager::LoadFile( lua_State *L, const char *filename)
filesystem->Close(hFile);
// preprocess script data
_scriptman.OnScriptLoad(filename, buffer);
OnScriptLoad(filename, buffer);
// load script
int errorCode = luaL_loadbuffer(L, buffer, fileSize, filename);

View file

@ -36,20 +36,20 @@ public:
public:
// inserts the lua file into the script environment
static bool LoadFile(lua_State*, const char* filePath);
bool LoadFile(lua_State*, const char* filePath);
public:
// initializes the script VM
void Init();
// closes the script VM
void Shutdown();
// loads the scripts for the level
void LevelInit(const char* szMapName);
// cleans up the scripts for the most recent level
void LevelShutdown();
private:
// initializes the script VM
void Init();
void Shutdown();
// surround code that loads scripts to capture crc checksum
// of the scripts that are loaded
void BeginScriptLoad();
@ -107,7 +107,10 @@ private:
/////////////////////////////////////////////////////////////////////////////
// global externs
extern CFF_SH_ScriptManager _scriptman;
extern CFF_SH_ScriptManager g_GameScriptManager;
#ifdef CLIENT_DLL
extern CFF_SH_ScriptManager g_UIScriptManager;
#endif
/////////////////////////////////////////////////////////////////////////////
#endif