Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Weapon data file parsing, shared by game & client dlls.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <keyvalues.h>
#include <tier0/mem.h>
#include "filesystem.h"
#include "utldict.h"
#include "ammodef.h"
#include "util_shared.h"
#include "weapon_parse.h"
#include "econ_item_view.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CWeaponDatabase g_WeaponDatabase;
extern void LoadEquipmentData();
// The sound categories found in the weapon classname.txt files
// This needs to match the WeaponSound_t enum in weapon_parse.h
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
const char *pWeaponSoundCategories[ NUM_SHOOT_SOUND_TYPES ] =
{
"empty",
"single_shot",
"single_shot_accurate",
"single_shot_npc",
"double_shot",
"double_shot_npc",
"burst",
"reload",
"reload_npc",
"melee_miss",
"melee_hit",
"melee_hit_world",
"special1",
"special2",
"special3",
"taunt",
"nearlyempty",
"fastreload"
};
#else
extern const char *pWeaponSoundCategories[ NUM_SHOOT_SOUND_TYPES ];
#endif
int GetWeaponSoundFromString( const char *pszString )
{
for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ )
{
if ( !Q_stricmp(pszString,pWeaponSoundCategories[i]) )
return (WeaponSound_t)i;
}
return -1;
}
// Item flags that we parse out of the file.
typedef struct
{
const char *m_pFlagName;
int m_iFlagValue;
} itemFlags_t;
#if !defined(_STATIC_LINKED) || defined(CLIENT_DLL)
itemFlags_t g_ItemFlags[8] =
{
{ "ITEM_FLAG_SELECTONEMPTY", ITEM_FLAG_SELECTONEMPTY },
{ "ITEM_FLAG_NOAUTORELOAD", ITEM_FLAG_NOAUTORELOAD },
{ "ITEM_FLAG_NOAUTOSWITCHEMPTY", ITEM_FLAG_NOAUTOSWITCHEMPTY },
{ "ITEM_FLAG_LIMITINWORLD", ITEM_FLAG_LIMITINWORLD },
{ "ITEM_FLAG_EXHAUSTIBLE", ITEM_FLAG_EXHAUSTIBLE },
{ "ITEM_FLAG_DOHITLOCATIONDMG", ITEM_FLAG_DOHITLOCATIONDMG },
{ "ITEM_FLAG_NOAMMOPICKUPS", ITEM_FLAG_NOAMMOPICKUPS },
{ "ITEM_FLAG_NOITEMPICKUP", ITEM_FLAG_NOITEMPICKUP }
};
#else
extern itemFlags_t g_ItemFlags[7];
#endif
#ifdef _DEBUG
// used to track whether or not two weapons have been mistakenly assigned the wrong slot
bool g_bUsedWeaponSlots[MAX_WEAPON_SLOTS][MAX_WEAPON_POSITIONS] = { 0 };
#endif
// Find a weapon slot, assuming the weapon's data has already been loaded.
WEAPON_FILE_INFO_HANDLE LookupWeaponInfoSlot( const char *name )
{
return g_WeaponDatabase.FindWeaponInfo( name );
}
FileWeaponInfo_t *GetFileWeaponInfoFromHandle( WEAPON_FILE_INFO_HANDLE handle )
{
return g_WeaponDatabase.GetFileWeaponInfoFromHandle( handle );
}
void PrecacheFileWeaponInfoDatabase()
{
g_WeaponDatabase.PrecacheAllWeapons();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : WEAPON_FILE_INFO_HANDLE
//-----------------------------------------------------------------------------
WEAPON_FILE_INFO_HANDLE GetInvalidWeaponInfoHandle( void )
{
return (WEAPON_FILE_INFO_HANDLE)-1;
}
KeyValues* ReadEncryptedKVFile( IFileSystem *filesystem, const char *szFilenameWithoutExtension, const unsigned char *pICEKey, bool bForceReadEncryptedFile )
{
Assert( strchr( szFilenameWithoutExtension, '.' ) == NULL );
char szFullName[512];
const char *pSearchPath = "GAME";
// Open the weapon data file, and abort if we can't
KeyValues *pKV = new KeyValues( "WeaponDatafile" );
pKV->UsesEscapeSequences( true );
Q_snprintf(szFullName,sizeof(szFullName), "%s.txt", szFilenameWithoutExtension);
if ( bForceReadEncryptedFile || !pKV->LoadFromFile( filesystem, szFullName, pSearchPath ) ) // try to load the normal .txt file first
{
if ( pICEKey )
{
Q_snprintf(szFullName,sizeof(szFullName), "%s.ctx", szFilenameWithoutExtension); // fall back to the .ctx file
FileHandle_t f = filesystem->Open( szFullName, "rb", pSearchPath );
if (!f)
{
pKV->deleteThis();
return NULL;
}
// load file into a null-terminated buffer
int fileSize = filesystem->Size(f);
char *buffer = (char*)MemAllocScratch(fileSize + 1);
Assert(buffer);
filesystem->Read(buffer, fileSize, f); // read into local buffer
buffer[fileSize] = 0; // null terminate file as EOF
filesystem->Close( f ); // close file after reading
UTIL_DecodeICE( (unsigned char*)buffer, fileSize, pICEKey );
bool retOK = pKV->LoadFromBuffer( szFullName, buffer, filesystem );
MemFreeScratch();
if ( !retOK )
{
pKV->deleteThis();
return NULL;
}
}
else
{
pKV->deleteThis();
return NULL;
}
}
return pKV;
}
CUtlSortVector< WeaponInfoLookup*, CWeaponInfoLookupListLess > FileWeaponInfo_t::ms_vecWeaponInfoLookup;
bool FileWeaponInfo_t::ms_bWeaponInfoLookupInitialized;
WeaponInfoLookup::WeaponInfoLookup( size_t offset, _fieldtypes p_fieldType, const char *szAttribClassName )
{
m_nWeaponParseDataOffset = offset;
m_fieldType = p_fieldType;
m_iszAttribClassName.Set( szAttribClassName );
}
WeaponInfoLookup::WeaponInfoLookup( const WeaponInfoLookup &WepInfoLookup )
{
m_nWeaponParseDataOffset = WepInfoLookup.m_nWeaponParseDataOffset;
m_fieldType = WepInfoLookup.m_fieldType;
m_iszAttribClassName.Set( STRING( WepInfoLookup.m_iszAttribClassName.Get() ) );
}
//-----------------------------------------------------------------------------
// FileWeaponInfo_t implementation.
//-----------------------------------------------------------------------------
FileWeaponInfo_t::FileWeaponInfo_t()
{
bParsedScript = false;
bLoadedHudElements = false;
szClassName[0] = 0;
szPrintName[0] = 0;
szViewModel[0] = 0;
szWorldModel[0] = 0;
szAnimationPrefix[0] = 0;
iSlot = 0;
iPosition = 0;
iMaxClip1 = 0;
iMaxClip2 = 0;
iDefaultClip1 = 0;
iDefaultClip2 = 0;
iWeight = 0;
iRumbleEffect = -1;
bAutoSwitchTo = false;
bAutoSwitchFrom = false;
iFlags = 0;
szAmmo1[0] = 0;
szAmmo2[0] = 0;
szAIAddOn[0] = 0;
memset( aShootSounds, 0, sizeof( aShootSounds ) );
iAmmoType = 0;
iAmmo2Type = 0;
m_bMeleeWeapon = false;
iSpriteCount = 0;
iconActive = 0;
iconInactive = 0;
iconAmmo = 0;
iconAmmo2 = 0;
iconCrosshair = 0;
iconAutoaim = 0;
iconZoomedCrosshair = 0;
iconZoomedAutoaim = 0;
bShowUsageHint = false;
m_bAllowFlipping = true;
m_bBuiltRightHanded = true;
if ( !ms_bWeaponInfoLookupInitialized )
{
ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iMaxClip1 ), FIELD_INTEGER, "primary clip size" ) );
ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iMaxClip2 ), FIELD_INTEGER, "secondary clip size" ) );
ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iDefaultClip1 ), FIELD_INTEGER, "primary default clip size" ) );
ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iDefaultClip2 ), FIELD_INTEGER, "secondary default clip size" ) );
ms_vecWeaponInfoLookup.Insert( new WeaponInfoLookup( offsetof( FileWeaponInfo_t, iSlot ), FIELD_INTEGER, "bucket slot" ) );
ms_bWeaponInfoLookupInitialized = true;
}
}
#ifdef CLIENT_DLL
extern ConVar hud_fastswitch;
#endif
void FileWeaponInfo_t::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
{
// Okay, we tried at least once to look this up...
bParsedScript = true;
// Classname
Q_strncpy( szClassName, szWeaponName, MAX_WEAPON_STRING );
// Printable name
Q_strncpy( szPrintName, pKeyValuesData->GetString( "printname", WEAPON_PRINTNAME_MISSING ), MAX_WEAPON_STRING );
// View model & world model
Q_strncpy( szViewModel, pKeyValuesData->GetString( "viewmodel" ), MAX_WEAPON_STRING );
Q_strncpy( szWorldModel, pKeyValuesData->GetString( "playermodel" ), MAX_WEAPON_STRING );
V_StripExtension( szWorldModel, szWorldDroppedModel, sizeof( szWorldDroppedModel ) );
V_strcat_safe( szWorldDroppedModel, "_dropped.mdl" );
Q_strncpy( szAnimationPrefix, pKeyValuesData->GetString( "anim_prefix" ), MAX_WEAPON_PREFIX );
iSlot = pKeyValuesData->GetInt( "bucket", 0 );
iPosition = pKeyValuesData->GetInt( "bucket_position", 0 );
// Use the console (X360) buckets if hud_fastswitch is set to 2.
#ifdef CLIENT_DLL
if ( hud_fastswitch.GetInt() == 2 )
#else
if ( IsGameConsole() )
#endif
{
iSlot = pKeyValuesData->GetInt( "bucket_360", iSlot );
iPosition = pKeyValuesData->GetInt( "bucket_position_360", iPosition );
}
iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default)
iMaxClip2 = pKeyValuesData->GetInt( "clip2_size", WEAPON_NOCLIP ); // Max secondary clips gun can hold (assume they don't use clips by default)
iDefaultClip1 = pKeyValuesData->GetInt( "default_clip", iMaxClip1 ); // amount of primary ammo placed in the primary clip when it's picked up
iDefaultClip2 = pKeyValuesData->GetInt( "default_clip2", iMaxClip2 ); // amount of secondary ammo placed in the secondary clip when it's picked up
iWeight = pKeyValuesData->GetInt( "weight", 0 );
iRumbleEffect = pKeyValuesData->GetInt( "rumble", -1 );
// LAME old way to specify item flags.
// Weapon scripts should use the flag names.
iFlags = pKeyValuesData->GetInt( "item_flags", ITEM_FLAG_LIMITINWORLD );
for ( int i=0; i < ARRAYSIZE( g_ItemFlags ); i++ )
{
int iVal = pKeyValuesData->GetInt( g_ItemFlags[i].m_pFlagName, -1 );
if ( iVal == 0 )
{
iFlags &= ~g_ItemFlags[i].m_iFlagValue;
}
else if ( iVal == 1 )
{
iFlags |= g_ItemFlags[i].m_iFlagValue;
}
}
bShowUsageHint = pKeyValuesData->GetBool( "showusagehint", false );
bAutoSwitchTo = pKeyValuesData->GetBool( "autoswitchto", true );
bAutoSwitchFrom = pKeyValuesData->GetBool( "autoswitchfrom", true );
m_bBuiltRightHanded = pKeyValuesData->GetBool( "BuiltRightHanded", true );
m_bAllowFlipping = pKeyValuesData->GetBool( "AllowFlipping", true );
m_bMeleeWeapon = pKeyValuesData->GetBool( "MeleeWeapon", false );
#if defined(_DEBUG) && defined(HL2_CLIENT_DLL)
// make sure two weapons aren't in the same slot & position
if ( iSlot >= MAX_WEAPON_SLOTS ||
iPosition >= MAX_WEAPON_POSITIONS )
{
Warning( "Invalid weapon slot or position [slot %d/%d max], pos[%d/%d max]\n",
iSlot, MAX_WEAPON_SLOTS - 1, iPosition, MAX_WEAPON_POSITIONS - 1 );
}
else
{
if (g_bUsedWeaponSlots[iSlot][iPosition])
{
Warning( "Duplicately assigned weapon slots in selection hud: %s (%d, %d)\n", szPrintName, iSlot, iPosition );
}
g_bUsedWeaponSlots[iSlot][iPosition] = true;
}
#endif
// Primary ammo used
const char *pAmmo = pKeyValuesData->GetString( "primary_ammo", "None" );
if ( strcmp("None", pAmmo) == 0 )
Q_strncpy( szAmmo1, "", sizeof( szAmmo1 ) );
else
Q_strncpy( szAmmo1, pAmmo, sizeof( szAmmo1 ) );
iAmmoType = GetAmmoDef()->Index( szAmmo1 );
// Secondary ammo used
pAmmo = pKeyValuesData->GetString( "secondary_ammo", "None" );
if ( strcmp("None", pAmmo) == 0)
Q_strncpy( szAmmo2, "", sizeof( szAmmo2 ) );
else
Q_strncpy( szAmmo2, pAmmo, sizeof( szAmmo2 ) );
iAmmo2Type = GetAmmoDef()->Index( szAmmo2 );
// AI AddOn
const char *pAIAddOn = pKeyValuesData->GetString( "ai_addon", "ai_addon_basecombatweapon" );
if ( strcmp("None", pAIAddOn) == 0)
Q_strncpy( szAIAddOn, "", sizeof( szAIAddOn ) );
else
Q_strncpy( szAIAddOn, pAIAddOn, sizeof( szAIAddOn ) );
// Now read the weapon sounds
memset( aShootSounds, 0, sizeof( aShootSounds ) );
KeyValues *pSoundData = pKeyValuesData->FindKey( "SoundData" );
if ( pSoundData )
{
for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ )
{
const char *soundname = pSoundData->GetString( pWeaponSoundCategories[i] );
if ( soundname && soundname[0] )
{
Q_strncpy( aShootSounds[i], soundname, MAX_WEAPON_STRING );
}
else
{
// FIXME: find a better way to populate defaults
if ( i == NEARLYEMPTY ) // explicit check because it looks like most weapon sound categories don't fall back by default
{
V_sprintf_safe( aShootSounds[i], "Default.%s", pWeaponSoundCategories[i] );
}
}
}
}
}
const char* FileWeaponInfo_t::GetWorldModel( const CEconItemView* pWepView, int iTeam ) const
{
if ( pWepView && pWepView->IsValid() )
{
const char *pchWorldOverride = pWepView->GetStaticData()->GetEntityOverrideModel();
if ( pchWorldOverride )
{
return pchWorldOverride;
}
return pWepView->GetItemDefinition()->GetWorldDisplayModel();
}
else
{
return szWorldModel;
}
}
const char* FileWeaponInfo_t::GetViewModel( const CEconItemView* pWepView, int iTeam ) const
{
if ( pWepView && pWepView->IsValid() )
{
const char *pchViewOverride = pWepView->GetStaticData()->GetViewOverrideModel();
if ( pchViewOverride )
{
return pchViewOverride;
}
return pWepView->GetItemDefinition()->GetBasePlayerDisplayModel();
}
else
{
return szViewModel;
}
}
const char* FileWeaponInfo_t::GetWorldDroppedModel( const CEconItemView* pWepView, int iTeam ) const
{
if ( pWepView && pWepView->IsValid() )
{
const char *pchWorldDroppedModel = pWepView->GetItemDefinition()->GetWorldDroppedModel();
if ( pchWorldDroppedModel )
{
return pchWorldDroppedModel;
}
}
return szWorldDroppedModel;
}
const char* FileWeaponInfo_t::GetPrimaryAmmo( const CEconItemView* pWepView ) const
{
if ( pWepView && pWepView->IsValid() )
{
// TODO: replace visual data with attributes when attributes support strings.
const char *pszString = pWepView->GetStaticData()->GetPrimaryAmmo();
if ( pszString )
{
return pszString;
}
}
return szAmmo1;
}
int FileWeaponInfo_t::GetPrimaryAmmoType( const CEconItemView* pWepView ) const
{
if ( pWepView && pWepView->IsValid() )
{
// TODO: replace visual data with attributes when attributes support strings.
const char *pszString = GetPrimaryAmmo( pWepView );
if ( pszString )
{
return GetAmmoDef()->Index( pszString );
}
}
return iAmmoType;
}
static int WeaponInfoLookupCompare( WeaponInfoLookup * const * src1, WeaponInfoLookup * const * src2 )
{
if ( ( *src1 )->m_iszAttribClassName.Get() == ( *src2 )->m_iszAttribClassName.Get() )
return 0;
if ( ( *src1 )->m_iszAttribClassName.Get() < ( *src2 )->m_iszAttribClassName.Get() )
return -1;
return 1;
}
// Convert a schema attribute classname into an index of g_WeaponInfoTable
int FileWeaponInfo_t::GetIndexofAttribute( string_t iszAttribClassName ) const
{
if ( ms_vecWeaponInfoLookup.Count() == 0 )
return -1;
if ( ms_vecWeaponInfoLookup[ 0 ]->m_iszAttribClassName.IsSerialNumberOutOfDate() )
{
// If the strings are out of date, rebuild and resort them
FOR_EACH_VEC( ms_vecWeaponInfoLookup, i )
{
ms_vecWeaponInfoLookup[ i ]->m_iszAttribClassName.Get();
}
ms_vecWeaponInfoLookup.Sort( &WeaponInfoLookupCompare );
}
WeaponInfoLookup searchKey;
searchKey.m_iszAttribClassName.SetFastNoCopy( iszAttribClassName );
return ms_vecWeaponInfoLookup.Find( &searchKey );
}
#if defined( GAME_DLL )
CON_COMMAND_F ( weapon_reload_database, "Reload the weapon database", FCVAR_CHEAT | FCVAR_GAMEDLL| FCVAR_SERVER_CAN_EXECUTE )
{
g_WeaponDatabase.LoadManifest();
IGameEvent *event = gameeventmanager->CreateEvent( "weapon_reload_database" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
#endif
CWeaponDatabase::CWeaponDatabase() : m_bPreCached( false )
{
}
bool CWeaponDatabase::Init()
{
ListenForGameEvent( "weapon_reload_database" );
return LoadManifest();
}
bool CWeaponDatabase::LoadManifest()
{
// FIXME[pmf]: this is defined as a virtual in g_pGameRules, but it isn't construction yet...
const unsigned char szEncryptionKey[] = "d7NSuLq2";
// KeyValues::AutoDelete manifest = ReadEncryptedKVFile( filesystem, "scripts/weapon_manifest.txt", szEncryptionKey );
KeyValues::AutoDelete manifest( "weaponscripts" );
manifest->UsesEscapeSequences( true );
if ( manifest->LoadFromFile( filesystem, "scripts/weapon_manifest.txt", "GAME" ) )
{
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL ; sub = sub->GetNextKey() )
{
if ( !Q_stricmp( sub->GetName(), "file" ) )
{
char fileBase[512];
Q_FileBase( sub->GetString(), fileBase, sizeof(fileBase) );
LoadWeaponDataFromFile( filesystem, fileBase, szEncryptionKey );
}
else
{
Error( "Expecting 'file', got %s\n", sub->GetName() );
}
}
}
LoadEquipmentData();
return true;
}
void CWeaponDatabase::PrecacheAllWeapons()
{
// NOTE[pmf]: removed this precache check for now, since it seems that the caches are getting evicted on map change
// if ( m_bPreCached )
// return;
FOR_EACH_DICT( m_WeaponInfoDatabase, it )
{
const char* szClassName = m_WeaponInfoDatabase.GetElementName( it );
#if defined( CLIENT_DLL )
// don't try to precache items that don't have entities (e.g. the items don't exist as entities on the client)
if ( GetClassMap().GetClassSize(szClassName) <= 0 )
// if ( V_strncasecmp(szClassName, "item_", 5) == 0)
continue;
#endif
UTIL_PrecacheOther( szClassName );
}
m_bPreCached = true;
}
void CWeaponDatabase::RefreshAllWeapons()
{
FOR_EACH_DICT( m_WeaponInfoDatabase, it )
{
FileWeaponInfo_t* pWeaponInfo = m_WeaponInfoDatabase[it];
if ( pWeaponInfo )
{
pWeaponInfo->RefreshDynamicParameters();
}
}
}
WEAPON_FILE_INFO_HANDLE CWeaponDatabase::FindWeaponInfo( const char *name )
{
return m_WeaponInfoDatabase.Find( name );
}
WEAPON_FILE_INFO_HANDLE CWeaponDatabase::FindOrCreateWeaponInfo( const char *name )
{
// Complain about duplicately defined metaclass names...
unsigned short lookup = m_WeaponInfoDatabase.Find( name );
if ( lookup != m_WeaponInfoDatabase.InvalidIndex() )
{
return lookup;
}
FileWeaponInfo_t *insert = CreateWeaponInfo();
lookup = m_WeaponInfoDatabase.Insert( name, insert );
Assert( lookup != m_WeaponInfoDatabase.InvalidIndex() );
return lookup;
}
static FileWeaponInfo_t * Helper_GetNullWeaponInfo()
{
static FileWeaponInfo_t gNullWeaponInfo;
return &gNullWeaponInfo;
}
FileWeaponInfo_t * CWeaponDatabase::GetFileWeaponInfoFromHandle( WEAPON_FILE_INFO_HANDLE handle )
{
if ( handle >= m_WeaponInfoDatabase.Count() )
{
return Helper_GetNullWeaponInfo();
}
if ( handle == m_WeaponInfoDatabase.InvalidIndex() )
{
return Helper_GetNullWeaponInfo();
}
return m_WeaponInfoDatabase[ handle ];
}
//-----------------------------------------------------------------------------
// Purpose: Read data on weapon from script file
// Output: true - if data2 successfully read
// false - if data load fails
//-----------------------------------------------------------------------------
bool CWeaponDatabase::LoadWeaponDataFromFile( IFileSystem* filesystem, const char *szWeaponName, const unsigned char *pICEKey )
{
char sz[128];
Q_snprintf( sz, sizeof( sz ), "scripts/%s", szWeaponName );
KeyValues *pKV = ReadEncryptedKVFile( filesystem, sz, pICEKey );
if ( !pKV )
return false;
WEAPON_FILE_INFO_HANDLE handle = FindOrCreateWeaponInfo( szWeaponName );
FileWeaponInfo_t *pFileInfo = GetFileWeaponInfoFromHandle( handle );
Assert( pFileInfo );
pFileInfo->Parse( pKV, szWeaponName );
pKV->deleteThis();
return true;
}
void CWeaponDatabase::Reset()
{
int c = m_WeaponInfoDatabase.Count();
for ( int i = 0; i < c; ++i )
{
delete m_WeaponInfoDatabase[ i ];
}
m_WeaponInfoDatabase.RemoveAll();
#ifdef _DEBUG
memset(g_bUsedWeaponSlots, 0, sizeof(g_bUsedWeaponSlots));
#endif
m_bPreCached = false;
}
void CWeaponDatabase::FireGameEvent( IGameEvent *pEvent )
{
#if defined( CLIENT_DLL )
const char *pEventName = pEvent->GetName();
if ( 0 == Q_strcmp( pEventName, "weapon_reload_database" ) )
{
LoadManifest();
}
#endif
}