373 lines
7.9 KiB
C++
373 lines
7.9 KiB
C++
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//----------------------------------------------------------------
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// Game_Debug.cpp
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//
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// Copyright 2002-2004 Raven Software
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//----------------------------------------------------------------
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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#include "Game_local.h"
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rvGameDebug gameDebug;
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/*
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===============================================================================
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rvGameDebug
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===============================================================================
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*/
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/*
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================
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rvGameDebug::rvGameDebug
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================
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*/
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rvGameDebug::rvGameDebug ( void ) {
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}
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/*
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================
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rvGameDebug::Init
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================
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*/
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void rvGameDebug::Init ( void ) {
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focusEntity = NULL;
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overrideEntity = NULL;
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currentHud = NULL;
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memset ( &hud, 0, sizeof(hud) );
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jumpIndex = -1;
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jumpPoints.Clear ( );
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}
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/*
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================
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rvGameDebug::Shutdown
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================
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*/
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void rvGameDebug::Shutdown ( void ) {
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nonGameState.Clear ( );
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gameStats.Clear ( );
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currentHud = NULL;
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focusEntity = NULL;
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overrideEntity = NULL;
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memset ( &hud, 0, sizeof(hud) );
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}
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/*
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================
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rvGameDebug::Think
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================
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*/
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void rvGameDebug::BeginFrame ( void ) {
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int hudIndex;
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inFrame = true;
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hudIndex = g_showDebugHud.GetInteger();
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if ( hudIndex <= 0 ) {
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focusEntity = NULL;
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currentHud = NULL;
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return;
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}
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// Update the current debug hud if the cvar has changed
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if ( g_showDebugHud.IsModified() || !currentHud ) {
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if ( hudIndex > DBGHUD_MAX ) {
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g_showDebugHud.SetInteger( 0 );
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focusEntity = NULL;
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currentHud = NULL;
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return;
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}
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g_showDebugHud.ClearModified( );
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// If the debug hud hasnt been loaded yet then load it now
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if ( !hud[hudIndex] ) {
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hud[hudIndex] = uiManager->FindGui( va("guis/debug/hud%d.gui",hudIndex), true, true, true );
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// If the hud wasnt found auto-generate one
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if ( !hud[hudIndex] ) {
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hud[hudIndex] = uiManager->Alloc();
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}
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}
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// Cache the debug hud state.
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currentHud = hud[hudIndex];
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}
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currentHud->ClearState ( );
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// IF there is an override entity just use that, otherwise find one that
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// is in front of the players crosshair
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if ( overrideEntity ) {
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focusEntity = overrideEntity;
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overrideEntity = NULL;
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} else {
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idPlayer* player;
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idVec3 start;
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idVec3 end;
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trace_t tr;
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player = gameLocal.GetLocalPlayer ( );
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start = player->GetEyePosition();
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end = start + player->viewAngles.ToForward() * 4096.0f;
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gameLocal.TracePoint( player, tr, start, end, MASK_SHOT_BOUNDINGBOX, player );
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if ( tr.fraction < 1.0 && tr.c.entityNum != ENTITYNUM_WORLD ) {
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focusEntity = static_cast<idEntity*>(gameLocal.entities[ tr.c.entityNum ]);
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} else {
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focusEntity = NULL;
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}
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}
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// Automatically add some basic entity information
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if ( focusEntity ) {
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SetInt ( "entityNumber", focusEntity->entityNumber );
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SetInt ( "entityHealth", focusEntity->health );
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SetString ( "entityName", focusEntity->name );
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SetString ( "entityClass", focusEntity->GetClassname ( ) );
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}
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// General map information
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SetString ( "mapname", gameLocal.GetMapName ( ) );
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SetString ( "version", cvarSystem->GetCVarString ( "si_version" ) );
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if ( gameLocal.GetLocalPlayer() ) {
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SetString ( "viewpos", gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin().ToString() );
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}
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}
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/*
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================
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rvGameDebug::EndFrame
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================
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*/
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void rvGameDebug::EndFrame ( void ) {
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inFrame = false;
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}
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/*
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================
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rvGameDebug::DrawHud
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================
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*/
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void rvGameDebug::DrawHud ( void ) {
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if ( !currentHud ) {
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return;
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}
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// The scratch hud displays key value pairs in a list so
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// we need to push the keys into the list
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if ( IsHudActive ( DBGHUD_SCRATCH ) ) {
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int index;
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idDict tempState;
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tempState.Copy ( currentHud->State() );
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currentHud->ClearState ( );
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for ( index = 0; index < tempState.GetNumKeyVals(); index ++ ) {
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const idKeyValue* kv;
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kv = tempState.GetKeyVal ( index );
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SetString ( va("scratchKey_item_%d", index ), kv->GetKey() );
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SetString ( va("scratchValue_item_%d", index ), kv->GetValue() );
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}
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}
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else {
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int index;
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for ( index = 0; index < nonGameState.GetNumKeyVals(); index ++ ) {
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const idKeyValue* kv;
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kv = nonGameState.GetKeyVal ( index );
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currentHud->SetStateString ( kv->GetKey(), kv->GetValue() );
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}
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}
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// Activate the hud to ensure lists get updated and redraw it
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currentHud->StateChanged ( gameLocal.time );
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currentHud->Redraw( gameLocal.time );
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}
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/*
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================
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rvGameDebug::AppendList
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================
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*/
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void rvGameDebug::AppendList ( const char* listname, const char* value ) {
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if ( !currentHud ) {
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return;
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}
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int count;
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char countName[1024];
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char itemName[1024];
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idStr::snPrintf ( countName, 1023, "%sCount", listname );
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count = GetInt ( countName );
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idStr::snPrintf ( itemName, 1023, "%s_item_%d", listname, count );
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SetString ( va("%s_item_%d", listname, count ), value );
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SetInt ( countName, count + 1 );
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}
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/*
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================
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rvGameDebug::Set
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================
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*/
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void rvGameDebug::SetInt ( const char* key, int value ) {
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if ( inFrame ) {
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if ( currentHud ) {
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currentHud->SetStateInt( key, value );
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}
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} else {
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nonGameState.SetInt ( key, value );
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}
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}
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void rvGameDebug::SetFloat ( const char* key, float value ) {
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if ( inFrame ) {
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if ( currentHud ) {
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currentHud->SetStateFloat( key, value );
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}
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} else {
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nonGameState.SetFloat ( key, value );
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}
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}
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void rvGameDebug::SetString ( const char* key, const char* value ) {
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if ( inFrame ) {
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if ( currentHud ) {
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currentHud->SetStateString( key, value );
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}
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} else {
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nonGameState.Set ( key, value );
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}
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}
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/*
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================
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rvGameDebug::Get
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================
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*/
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int rvGameDebug::GetInt ( const char* key ) {
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return currentHud ? currentHud->State().GetInt ( key ) : 0;
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}
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float rvGameDebug::GetFloat ( const char* key ) {
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return currentHud ? currentHud->State().GetFloat ( key ) : 0.0f;
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}
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const char* rvGameDebug::GetString ( const char* key ) {
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return currentHud ? currentHud->State().GetString ( key ) : "";
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}
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/*
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================
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rvGameDebug::SetStat
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================
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*/
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void rvGameDebug::SetStatInt ( const char* key, int value ) {
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gameStats.SetInt ( key, value );
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}
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void rvGameDebug::SetStatFloat ( const char* key, float value ) {
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gameStats.SetFloat ( key, value );
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}
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void rvGameDebug::SetStatString ( const char* key, const char* value ) {
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gameStats.Set ( key, value );
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}
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/*
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================
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rvGameDebug::GetStat
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================
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*/
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int rvGameDebug::GetStatInt ( const char* key ) {
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return gameStats.GetInt ( key );
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}
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float rvGameDebug::GetStatFloat ( const char* key ) {
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return gameStats.GetFloat ( key );
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}
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const char* rvGameDebug::GetStatString ( const char* key ) {
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return gameStats.GetString ( key );
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}
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/*
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================
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rvGameDebug::JumpAdd
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================
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*/
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void rvGameDebug::JumpAdd ( const char* name, const idVec3& origin, const idAngles& angles ) {
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debugJumpPoint_t jump;
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jump.name = name;
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jump.origin = origin;
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jump.angles = angles;
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jumpPoints.Append ( jump );
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}
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/*
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================
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rvGameDebug::JumpTo
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================
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*/
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void rvGameDebug::JumpTo ( const char* name ) {
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int index;
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for ( index = 0; index < jumpPoints.Num(); index ++ ) {
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if ( !jumpPoints[index].name.Icmp ( name ) ) {
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JumpTo ( index );
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return;
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}
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}
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}
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/*
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================
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rvGameDebug::JumpTo
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================
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*/
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void rvGameDebug::JumpTo ( int jumpIndex ) {
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if ( jumpIndex >= jumpPoints.Num() ) {
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return;
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}
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jumpIndex = jumpIndex;
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idPlayer* player = gameLocal.GetLocalPlayer();
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if( player ) {
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player->Teleport( jumpPoints[jumpIndex].origin, jumpPoints[jumpIndex].angles, NULL );
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}
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}
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/*
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================
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rvGameDebug::JumpNext
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================
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*/
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void rvGameDebug::JumpNext ( void ) {
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if ( !jumpPoints.Num() ) {
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return;
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}
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JumpTo ( ( jumpIndex + 1 ) % jumpPoints.Num() );
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}
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/*
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================
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rvGameDebug::JumpPrev
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================
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*/
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void rvGameDebug::JumpPrev ( void ) {
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if ( !jumpPoints.Num() ) {
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return;
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}
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JumpTo ( ( jumpIndex + jumpPoints.Num() - 1 ) % jumpPoints.Num() );
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}
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