Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "replay/basereplayserializeable.h"
#include "replay/replayutils.h"
#include "KeyValues.h"
#include "tier1/strtools.h"
#include "replay/shared_defs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------------------------------------------
CBaseReplaySerializeable::CBaseReplaySerializeable() : m_hThis( REPLAY_HANDLE_INVALID ), m_bLocked( false ) { }
void CBaseReplaySerializeable::SetHandle( ReplayHandle_t h ) { m_hThis = h; }
ReplayHandle_t CBaseReplaySerializeable::GetHandle() const { return m_hThis; }
bool CBaseReplaySerializeable::Read( KeyValues *pIn ) { m_hThis = (ReplayHandle_t)pIn->GetInt( "handle" );
return true; }
void CBaseReplaySerializeable::Write( KeyValues *pOut ) { pOut->SetInt( "handle", (int)m_hThis ); }
const char *CBaseReplaySerializeable::GetFullFilename() const { const char *pPath = GetPath(); const char *pFilename = GetFilename();
if ( !pPath || !pPath[0] || !pFilename || !pFilename[0] ) return NULL;
return Replay_va( "%s%s", pPath, pFilename ); }
const char *CBaseReplaySerializeable::GetFilename() const { return Replay_va( "%s.%s", GetSubKeyTitle(), GENERIC_FILE_EXTENSION ); }
const char *CBaseReplaySerializeable::GetDebugName() const { return GetSubKeyTitle(); }
void CBaseReplaySerializeable::SetLocked( bool bLocked ) { m_bLocked = bLocked; }
bool CBaseReplaySerializeable::IsLocked() const { return m_bLocked; }
void CBaseReplaySerializeable::OnDelete() { }
void CBaseReplaySerializeable::OnUnload() { }
void CBaseReplaySerializeable::OnAddedToDirtyList() { }
//----------------------------------------------------------------------------------------
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