Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A Scene Image file aggregates all the compiled binary VCD files into
// a single file.
//
//=====================================================================================//
#ifndef SCENE_IMAGE_FILE_H
#define SCENE_IMAGE_FILE_H
#ifdef _WIN32
#pragma once
#endif
#include "commonmacros.h"
#include "tier1/checksum_crc.h"
#define SCENE_IMAGE_ID MAKEID( 'V','S','I','F' )
#define SCENE_IMAGE_VERSION 2
// scene summary: cached calcs for commmon startup queries, variable sized
struct SceneImageSummary_t { unsigned int msecs; int numSounds; int soundStrings[1]; // has numSounds
};
// stored sorted by crc filename for binary search
struct SceneImageEntry_t { CRC32_t crcFilename; // expected to be normalized as scenes\???.vcd
int nDataOffset; // offset to dword aligned data from start
int nDataLength; int nSceneSummaryOffset; // offset to summary
};
struct SceneImageHeader_t { int nId; int nVersion; int nNumScenes; // number of scene files
int nNumStrings; // number of unique strings in table
int nSceneEntryOffset;
inline const char *String( short iString ) { if ( iString < 0 || iString >= nNumStrings ) { Assert( 0 ); return NULL; }
// access string table (after header) to access pool
unsigned int *pTable = (unsigned int *)((byte *)this + sizeof( SceneImageHeader_t )); return (char *)this + pTable[iString]; } };
#endif // SCENE_IMAGE_FILE_H
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