Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose: See memorylog.h
//
//=============================================================================//
#include "cbase.h"
#include "memorylog.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if !defined( _CERT )
// Memory log auto game system instantiation
CMemoryLog g_MemoryLog;
const char *GetMapName( void ) { static char mapName[32]; mapName[0] = 0; if ( gpGlobals->mapname.ToCStr() ) V_strncpy( mapName, gpGlobals->mapname.ToCStr(), sizeof( mapName ) ); if ( !mapName[ 0 ] ) V_strncpy( mapName, "none", sizeof( mapName ) ); return mapName; }
void CMemoryLog::LevelInitPostEntity( void ) { //#include "entitylist.h"
#if defined( PORTAL2 )
const char *mapName = GetMapName(); if ( V_stristr( mapName, "sp_" ) == mapName ) { // In order to ensure that the map loop never fails, spawn a script entity with the transition script if none exists in the map:
for ( CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "logic_script" ); pEnt; pEnt = gEntList.FindEntityByClassname( pEnt, "logic_script" ) ) { if ( pEnt && V_stristr( pEnt->GetEntityNameAsCStr(), "transition_script" ) ) return; } CBaseEntity *pScriptEntity = (CBaseEntity *)CreateEntityByName( "logic_script" ); pScriptEntity->SetName( MAKE_STRING( "failsafe_transition_script" ) ); pScriptEntity->KeyValue( "thinkfunction", "Think" ); pScriptEntity->KeyValue( "vscripts", "transitions/sp_transition_list.nut" ); DispatchSpawn( pScriptEntity ); } #endif
}
#endif // !defined( _CERT )
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