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()
{
}
//----------------------------------------------------------------------------------------