Added support for "fuzzy" map names in L4D and later (bug 5599, r=asherkin).
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@@ -1131,3 +1131,44 @@ const char *CHalfLife2::GetEntityClassname(CBaseEntity *pEntity)
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return *(const char **)(((unsigned char *)pEntity) + offset);
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}
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#if SOURCE_ENGINE >= SE_LEFT4DEAD
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static bool ResolveFuzzyMapName(const char *fuzzyName, char *outFullname, int size)
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{
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static ConCommand *pHelperCmd = g_pCVar->FindCommand("changelevel");
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if (!pHelperCmd || !pHelperCmd->CanAutoComplete())
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return false;
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static size_t helperCmdLen = strlen(pHelperCmd->GetName());
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CUtlVector<CUtlString> results;
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pHelperCmd->AutoCompleteSuggest(fuzzyName, results);
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if (results.Count() == 0)
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return false;
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// Results come back as you'd see in autocomplete. (ie. "changelevel fullmapnamehere"),
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// so skip ahead to start of map path/name
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// Like the engine, we're only going to deal with the first match.
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strncopy(outFullname, &results[0][helperCmdLen + 1], size);
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return true;
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}
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#endif
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bool CHalfLife2::IsMapValid(const char *map)
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{
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bool ret = engine->IsMapValid(map);
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#if SOURCE_ENGINE >= SE_LEFT4DEAD
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if (!ret)
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{
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static char szFuzzyName[PLATFORM_MAX_PATH];
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if (ResolveFuzzyMapName(map, szFuzzyName, sizeof(szFuzzyName)))
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{
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ret = engine->IsMapValid(szFuzzyName);
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}
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}
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#endif
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return ret;
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}
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