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Modified SDK for GCC 4.1
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@ -1,77 +1,77 @@
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "stringpool.h"
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#include "igamesystem.h"
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#include "gamestringpool.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: The actual storage for pooled per-level strings
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//-----------------------------------------------------------------------------
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class CGameStringPool : public CStringPool, public CBaseGameSystem
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{
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virtual char const *Name() { return "CGameStringPool"; }
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virtual void LevelShutdownPostEntity()
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{
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FreeAll();
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}
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public:
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void CGameStringPool::Dump( void )
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{
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for ( int i = m_Strings.FirstInorder(); i != m_Strings.InvalidIndex(); i = m_Strings.NextInorder(i) )
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{
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DevMsg( " %d (0x%x) : %s\n", i, m_Strings[i], m_Strings[i] );
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}
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DevMsg( "\n" );
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DevMsg( "Size: %d items\n", m_Strings.Count() );
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}
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};
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static CGameStringPool g_GameStringPool;
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//-----------------------------------------------------------------------------
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// String system accessor
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//-----------------------------------------------------------------------------
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IGameSystem *GameStringSystem()
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{
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return &g_GameStringPool;
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}
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//-----------------------------------------------------------------------------
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// Purpose: The public accessor for the level-global pooled strings
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//-----------------------------------------------------------------------------
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string_t AllocPooledString( const char * pszValue )
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{
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if (pszValue && *pszValue)
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return MAKE_STRING( g_GameStringPool.Allocate( pszValue ) );
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return NULL_STRING;
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}
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string_t FindPooledString( const char *pszValue )
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{
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return MAKE_STRING( g_GameStringPool.Find( pszValue ) );
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}
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#ifndef CLIENT_DLL
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CC_DumpGameStringTable( void )
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{
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g_GameStringPool.Dump();
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}
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static ConCommand dumpgamestringtable("dumpgamestringtable", CC_DumpGameStringTable, "Dump the contents of the game string table to the console.", FCVAR_CHEAT);
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#endif
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "stringpool.h"
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#include "igamesystem.h"
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#include "gamestringpool.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: The actual storage for pooled per-level strings
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//-----------------------------------------------------------------------------
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class CGameStringPool : public CStringPool, public CBaseGameSystem
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{
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virtual char const *Name() { return "CGameStringPool"; }
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virtual void LevelShutdownPostEntity()
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{
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FreeAll();
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}
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public:
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void Dump( void )
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{
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for ( int i = m_Strings.FirstInorder(); i != m_Strings.InvalidIndex(); i = m_Strings.NextInorder(i) )
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{
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DevMsg( " %d (0x%x) : %s\n", i, m_Strings[i], m_Strings[i] );
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}
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DevMsg( "\n" );
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DevMsg( "Size: %d items\n", m_Strings.Count() );
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}
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};
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static CGameStringPool g_GameStringPool;
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//-----------------------------------------------------------------------------
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// String system accessor
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//-----------------------------------------------------------------------------
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IGameSystem *GameStringSystem()
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{
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return &g_GameStringPool;
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}
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//-----------------------------------------------------------------------------
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// Purpose: The public accessor for the level-global pooled strings
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//-----------------------------------------------------------------------------
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string_t AllocPooledString( const char * pszValue )
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{
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if (pszValue && *pszValue)
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return MAKE_STRING( g_GameStringPool.Allocate( pszValue ) );
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return NULL_STRING;
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}
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string_t FindPooledString( const char *pszValue )
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{
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return MAKE_STRING( g_GameStringPool.Find( pszValue ) );
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}
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#ifndef CLIENT_DLL
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CC_DumpGameStringTable( void )
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{
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g_GameStringPool.Dump();
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}
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static ConCommand dumpgamestringtable("dumpgamestringtable", CC_DumpGameStringTable, "Dump the contents of the game string table to the console.", FCVAR_CHEAT);
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#endif
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