void CVradStaticPropMgr::UnserializeStaticProps() { // Unserialize static props, insert them into the appropriate leaves GameLumpHandle_t handle = GetGameLumpHandle( GAMELUMP_STATIC_PROPS ); int size = GameLumpSize( handle ); if (!size) return; if ( GetGameLumpVersion( handle ) != GAMELUMP_STATIC_PROPS_VERSION ) { Error( "Cannot load the static props... encountered a stale map version. Re-vbsp the map." ); } if ( GetGameLump( handle ) ) { CUtlBuffer buf( GetGameLump(handle), size, CUtlBuffer::READ_ONLY ); UnserializeModelDict( buf ); // Skip the leaf list data int count = buf.GetInt(); buf.SeekGet( CUtlBuffer::SEEK_CURRENT, count * sizeof(StaticPropLeafLump_t) ); UnserializeModels( buf ); } }
//----------------------------------------------------------------------------- // Unserializes the detail props //----------------------------------------------------------------------------- static int UnserializeDetailProps( DetailObjectLump_t*& pProps ) { GameLumpHandle_t handle = GetGameLumpHandle( GAMELUMP_DETAIL_PROPS ); if (GetGameLumpVersion(handle) != GAMELUMP_DETAIL_PROPS_VERSION) return 0; // Unserialize CUtlBuffer buf( GetGameLump(handle), GameLumpSize( handle ), CUtlBuffer::READ_ONLY ); UnserializeModelDict( buf ); UnserializeSpriteDict( buf ); // Now we're pointing to the detail prop data // This actually works because the scope of the game lump data // is global and the buf was just pointing to it. int count = buf.GetInt(); if (count) pProps = (DetailObjectLump_t*)buf.PeekGet(); else pProps = 0; return count; }
// need to do this so that if we are building HDR data, the LDR data is intact, and vice versa.s void UnserializeDetailPropLighting( int lumpID, int lumpVersion, CUtlVector<DetailPropLightstylesLump_t> &lumpData ) { GameLumpHandle_t handle = GetGameLumpHandle( lumpID ); if( handle == InvalidGameLump() ) { return; } if (GetGameLumpVersion(handle) != lumpVersion) return; // Unserialize CUtlBuffer buf( GetGameLump(handle), GameLumpSize( handle ), CUtlBuffer::READ_ONLY ); int count = buf.GetInt(); if( !count ) { return; } lumpData.SetCount( count ); int lightsize = lumpData.Size() * sizeof(DetailPropLightstylesLump_t); buf.Get( lumpData.Base(), lightsize ); }