/*** * * Copyright (c) 1999, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ /* ===== world.cpp ======================================================== precaches and defs for entities and other data that must always be available. */ #include "../util/nowarnings.h" #include "extdll.h" #include "util.h" #include "cbase.h" #include "nodes.h" #include "soundent.h" #include "client.h" #include "decals.h" #include "skill.h" #include "effects.h" #include "player.h" #include "weapons.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "../mod/AvHGamerules.h" #include "../mod/AvHServerVariables.h" #include "pm_shared/pm_defs.h" extern CGraph WorldGraph; extern CSoundEnt *pSoundEnt; DLL_GLOBAL edict_t *g_pBodyQueueHead; CGlobalState gGlobalState; extern DLL_GLOBAL int gDisplayTitle; extern playermove_t* pmove; extern void W_Precache(void); // // This must match the list in util.h // DLL_DECALLIST gDecals[] = { { "{shot1", 0 }, // DECAL_GUNSHOT1 { "{shot2", 0 }, // DECAL_GUNSHOT2 { "{shot3",0 }, // DECAL_GUNSHOT3 { "{shot4", 0 }, // DECAL_GUNSHOT4 { "{shot5", 0 }, // DECAL_GUNSHOT5 { "{lambda01", 0 }, // DECAL_LAMBDA1 { "{lambda02", 0 }, // DECAL_LAMBDA2 { "{lambda03", 0 }, // DECAL_LAMBDA3 { "{lambda04", 0 }, // DECAL_LAMBDA4 { "{lambda05", 0 }, // DECAL_LAMBDA5 { "{lambda06", 0 }, // DECAL_LAMBDA6 { "{scorch1", 0 }, // DECAL_SCORCH1 { "{scorch2", 0 }, // DECAL_SCORCH2 { "{blood1", 0 }, // DECAL_BLOOD1 { "{blood2", 0 }, // DECAL_BLOOD2 { "{blood3", 0 }, // DECAL_BLOOD3 { "{blood4", 0 }, // DECAL_BLOOD4 { "{blood5", 0 }, // DECAL_BLOOD5 { "{blood6", 0 }, // DECAL_BLOOD6 { "{yblood1", 0 }, // DECAL_YBLOOD1 { "{yblood2", 0 }, // DECAL_YBLOOD2 { "{yblood3", 0 }, // DECAL_YBLOOD3 { "{yblood4", 0 }, // DECAL_YBLOOD4 { "{yblood5", 0 }, // DECAL_YBLOOD5 { "{yblood6", 0 }, // DECAL_YBLOOD6 { "{break1", 0 }, // DECAL_GLASSBREAK1 { "{break2", 0 }, // DECAL_GLASSBREAK2 { "{break3", 0 }, // DECAL_GLASSBREAK3 { "{bigshot1", 0 }, // DECAL_BIGSHOT1 { "{bigshot2", 0 }, // DECAL_BIGSHOT2 { "{bigshot3", 0 }, // DECAL_BIGSHOT3 { "{bigshot4", 0 }, // DECAL_BIGSHOT4 { "{bigshot5", 0 }, // DECAL_BIGSHOT5 { "{spit1", 0 }, // DECAL_SPIT1 { "{spit2", 0 }, // DECAL_SPIT2 { "{bproof1", 0 }, // DECAL_BPROOF1 { "{gargstomp", 0 }, // DECAL_GARGSTOMP1, // Gargantua stomp crack { "{smscorch1", 0 }, // DECAL_SMALLSCORCH1, // Small scorch mark { "{smscorch2", 0 }, // DECAL_SMALLSCORCH2, // Small scorch mark { "{smscorch3", 0 }, // DECAL_SMALLSCORCH3, // Small scorch mark { "{mommablob", 0 }, // DECAL_MOMMABIRTH // BM Birth spray { "{mommablob", 0 }, // DECAL_MOMMASPLAT // BM Mortar spray?? need decal }; /* ============================================================================== BODY QUE ============================================================================== */ #define SF_DECAL_NOTINDEATHMATCH 2048 class CDecal : public CBaseEntity { public: void Spawn( void ); void KeyValue( KeyValueData *pkvd ); void EXPORT StaticDecal( void ); void EXPORT TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); }; LINK_ENTITY_TO_CLASS( infodecal, CDecal ); // UNDONE: These won't get sent to joining players in multi-player void CDecal :: Spawn( void ) { if ( pev->skin < 0 || (gpGlobals->deathmatch && FBitSet( pev->spawnflags, SF_DECAL_NOTINDEATHMATCH )) ) { REMOVE_ENTITY(ENT(pev)); return; } if ( FStringNull ( pev->targetname ) ) { SetThink(&CDecal::StaticDecal ); // if there's no targetname, the decal will spray itself on as soon as the world is done spawning. pev->nextthink = gpGlobals->time; } else { // if there IS a targetname, the decal sprays itself on when it is triggered. SetThink (&CDecal::SUB_DoNothing ); SetUse(&CDecal::TriggerDecal); } } void CDecal :: TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { // this is set up as a USE function for infodecals that have targetnames, so that the // decal doesn't get applied until it is fired. (usually by a scripted sequence) TraceResult trace; int entityIndex; UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace ); MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY); WRITE_BYTE( TE_BSPDECAL ); WRITE_COORD( pev->origin.x ); WRITE_COORD( pev->origin.y ); WRITE_COORD( pev->origin.z ); WRITE_SHORT( (int)pev->skin ); entityIndex = (short)ENTINDEX(trace.pHit); WRITE_SHORT( entityIndex ); if ( entityIndex ) WRITE_SHORT( (int)VARS(trace.pHit)->modelindex ); MESSAGE_END(); SetThink(&CDecal::SUB_Remove ); pev->nextthink = gpGlobals->time + 0.1; } void CDecal :: StaticDecal( void ) { TraceResult trace; int entityIndex, modelIndex; UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace ); entityIndex = (short)ENTINDEX(trace.pHit); if ( entityIndex ) modelIndex = (int)VARS(trace.pHit)->modelindex; else modelIndex = 0; g_engfuncs.pfnStaticDecal( pev->origin, (int)pev->skin, entityIndex, modelIndex ); SUB_Remove(); } void CDecal :: KeyValue( KeyValueData *pkvd ) { if (FStrEq(pkvd->szKeyName, "texture")) { pev->skin = DECAL_INDEX( pkvd->szValue ); // Found if ( pev->skin >= 0 ) return; ALERT( at_console, "Can't find decal %s\n", pkvd->szValue ); } else CBaseEntity::KeyValue( pkvd ); } // Body queue class here.... It's really just CBaseEntity class CCorpse : public CBaseEntity { virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; } }; LINK_ENTITY_TO_CLASS( bodyque, CCorpse ); static void InitBodyQue(void) { string_t istrClassname = MAKE_STRING("bodyque"); g_pBodyQueueHead = CREATE_NAMED_ENTITY( istrClassname ); entvars_t *pev = VARS(g_pBodyQueueHead); // Reserve 3 more slots for dead bodies for ( int i = 0; i < 3; i++ ) { pev->owner = CREATE_NAMED_ENTITY( istrClassname ); pev = VARS(pev->owner); } pev->owner = g_pBodyQueueHead; } // // make a body que entry for the given ent so the ent can be respawned elsewhere // // GLOBALS ASSUMED SET: g_eoBodyQueueHead // void CopyToBodyQue(entvars_t *pev) { if (pev->effects & EF_NODRAW) return; entvars_t *pevHead = VARS(g_pBodyQueueHead); pevHead->angles = pev->angles; pevHead->model = pev->model; pevHead->modelindex = pev->modelindex; pevHead->frame = pev->frame; pevHead->colormap = pev->colormap; pevHead->movetype = MOVETYPE_TOSS; pevHead->velocity = pev->velocity; pevHead->flags = 0; pevHead->deadflag = pev->deadflag; pevHead->renderfx = kRenderFxDeadPlayer; pevHead->renderamt = ENTINDEX( ENT( pev ) ); pevHead->effects = pev->effects | EF_NOINTERP; //pevHead->goalstarttime = pev->goalstarttime; //pevHead->goalframe = pev->goalframe; //pevHead->goalendtime = pev->goalendtime ; pevHead->sequence = pev->sequence; pevHead->animtime = pev->animtime; UTIL_SetOrigin(pevHead, pev->origin); UTIL_SetSize(pevHead, pev->mins, pev->maxs); g_pBodyQueueHead = pevHead->owner; } CGlobalState::CGlobalState( void ) { Reset(); } void CGlobalState::Reset( void ) { m_pList = NULL; m_listCount = 0; } globalentity_t *CGlobalState :: Find( string_t globalname ) { if ( !globalname ) return NULL; globalentity_t *pTest; const char *pEntityName = STRING(globalname); pTest = m_pList; while ( pTest ) { if ( FStrEq( pEntityName, pTest->name ) ) break; pTest = pTest->pNext; } return pTest; } // This is available all the time now on impulse 104, remove later //#ifdef _DEBUG void CGlobalState :: DumpGlobals( void ) { static char *estates[] = { "Off", "On", "Dead" }; globalentity_t *pTest; ALERT( at_console, "-- Globals --\n" ); pTest = m_pList; while ( pTest ) { ALERT( at_console, "%s: %s (%s)\n", pTest->name, pTest->levelName, estates[pTest->state] ); pTest = pTest->pNext; } } //#endif void CGlobalState :: EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state ) { ASSERT( !Find(globalname) ); globalentity_t *pNewEntity = (globalentity_t *)calloc( sizeof( globalentity_t ), 1 ); ASSERT( pNewEntity != NULL ); pNewEntity->pNext = m_pList; m_pList = pNewEntity; strcpy( pNewEntity->name, STRING( globalname ) ); strcpy( pNewEntity->levelName, STRING(mapName) ); pNewEntity->state = state; m_listCount++; } void CGlobalState :: EntitySetState( string_t globalname, GLOBALESTATE state ) { globalentity_t *pEnt = Find( globalname ); if ( pEnt ) pEnt->state = state; } const globalentity_t *CGlobalState :: EntityFromTable( string_t globalname ) { globalentity_t *pEnt = Find( globalname ); return pEnt; } GLOBALESTATE CGlobalState :: EntityGetState( string_t globalname ) { globalentity_t *pEnt = Find( globalname ); if ( pEnt ) return pEnt->state; return GLOBAL_OFF; } // Global Savedata for Delay TYPEDESCRIPTION CGlobalState::m_SaveData[] = { DEFINE_FIELD( CGlobalState, m_listCount, FIELD_INTEGER ), }; // Global Savedata for Delay TYPEDESCRIPTION gGlobalEntitySaveData[] = { DEFINE_ARRAY( globalentity_t, name, FIELD_CHARACTER, 64 ), DEFINE_ARRAY( globalentity_t, levelName, FIELD_CHARACTER, 32 ), DEFINE_FIELD( globalentity_t, state, FIELD_INTEGER ), }; const char* CGlobalState::GetLevelName() { return STRING(this->m_pList->levelName); } int CGlobalState::Save( CSave &save ) { int i; globalentity_t *pEntity; if ( !save.WriteFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) ) return 0; pEntity = m_pList; for ( i = 0; i < m_listCount && pEntity; i++ ) { if ( !save.WriteFields( "GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) ) return 0; pEntity = pEntity->pNext; } return 1; } int CGlobalState::Restore( CRestore &restore ) { int i, listCount; globalentity_t tmpEntity; ClearStates(); if ( !restore.ReadFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) ) return 0; listCount = m_listCount; // Get new list count m_listCount = 0; // Clear loaded data for ( i = 0; i < listCount; i++ ) { if ( !restore.ReadFields( "GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) ) return 0; EntityAdd( MAKE_STRING(tmpEntity.name), MAKE_STRING(tmpEntity.levelName), tmpEntity.state ); } return 1; } void CGlobalState::EntityUpdate( string_t globalname, string_t mapname ) { globalentity_t *pEnt = Find( globalname ); if ( pEnt ) strcpy( pEnt->levelName, STRING(mapname) ); } void CGlobalState::ClearStates( void ) { globalentity_t *pFree = m_pList; while ( pFree ) { globalentity_t *pNext = pFree->pNext; free( pFree ); pFree = pNext; } Reset(); } void SaveGlobalState( SAVERESTOREDATA *pSaveData ) { CSave saveHelper( pSaveData ); gGlobalState.Save( saveHelper ); } void RestoreGlobalState( SAVERESTOREDATA *pSaveData ) { CRestore restoreHelper( pSaveData ); gGlobalState.Restore( restoreHelper ); } void ResetGlobalState( void ) { gGlobalState.ClearStates(); gInitHUD = TRUE; // Init the HUD on a new game / load game } // moved CWorld class definition to cbase.h //======================= // CWorld // // This spawns first when each level begins. //======================= LINK_ENTITY_TO_CLASS( worldspawn, CWorld ); #define SF_WORLD_DARK 0x0001 // Fade from black at startup #define SF_WORLD_TITLE 0x0002 // Display game title at startup #define SF_WORLD_FORCETEAM 0x0004 // Force teams extern DLL_GLOBAL BOOL g_fGameOver; float g_flWeaponCheat; void CWorld :: Spawn( void ) { g_fGameOver = FALSE; Precache( ); g_flWeaponCheat = ns_cvar_float(avh_cheats ); // Is the impulse 101 command allowed? } void CWorld :: Precache( void ) { #if 1 CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec CVAR_SET_STRING("sv_stepsize", "18"); #else CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec CVAR_SET_STRING("sv_stepsize", "24"); #endif CVAR_SET_STRING("room_type", "0");// clear DSP // Set up game rules if (g_pGameRules) { delete g_pGameRules; // This is needed because pmove is used by AvHSUGetIsEnoughRoomForHull, and if it isn't set to null, pmove->physents[0].worldmodel is the old map on a changelevel, and invalid pmove = NULL; } InstallGameRules( ); GetGameRules()->PreWorldPrecacheReset(); //AvHGamerules* theGameRules = dynamic_cast(g_pGameRules); //static const char* sCurrentLevelName = NULL; //const char* theLevelName = STRING(gpGlobals->mapname); //bool theNewMap = false; //if(!sCurrentLevelName || strcmp(theLevelName, sCurrentLevelName)) //{ // theNewMap = true; //} // Reset game, but don't send need to send particles if same map (remove this distinction?) //theGameRules->ResetGame(theNewMap); //sCurrentLevelName = theLevelName; // static bool theFirstTime = true; // if(!theFirstTime) // { // theGameRules->ResetGame(true); // } // theFirstTime = false; //!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here ///!!!LATER - do we want a sound ent in deathmatch? (sjb) //pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() ); pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL ); pSoundEnt->Spawn(); if ( !pSoundEnt ) { ALERT ( at_console, "**COULD NOT CREATE SOUNDENT**\n" ); } InitBodyQue(); // init sentence group playback stuff from sentences.txt. // ok to call this multiple times, calls after first are ignored. SENTENCEG_Init(); // init texture type array from materials.txt TEXTURETYPE_Init(); // the area based ambient sounds MUST be the first precache_sounds // player precaches W_Precache (); // get weapon precaches ClientPrecache(); // sounds used from C physics code PRECACHE_SOUND("common/null.wav"); // clears sound channels PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons. PRECACHE_UNMODIFIED_SOUND( "items/gunpickup2.wav" ); // player picks up a gun. PRECACHE_UNMODIFIED_SOUND( "items/gunpickup2-a.wav" ); // alien is equipped PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events) PRECACHE_SOUND( "common/bodydrop4.wav" ); g_Language = (int)CVAR_GET_FLOAT( "sv_language" ); if ( g_Language == LANGUAGE_GERMAN ) { PRECACHE_UNMODIFIED_MODEL( "models/germangibs.mdl" ); } else { PRECACHE_UNMODIFIED_MODEL( "models/hgibs.mdl" ); PRECACHE_UNMODIFIED_MODEL( "models/agibs.mdl" ); } PRECACHE_UNMODIFIED_SOUND ("weapons/ric1.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/ric2.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/ric3.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/ric4.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/ric5.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/ric_conc-1.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/ric_conc-2.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/ric_metal-1.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/ric_metal-2.wav"); // Precache alien ricochet sounds PRECACHE_UNMODIFIED_SOUND ("weapons/a_ric1.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/a_ric2.wav"); PRECACHE_UNMODIFIED_SOUND ("weapons/a_ric3.wav"); // // Setup light animation tables. 'a' is total darkness, 'z' is maxbright. // // 0 normal LIGHT_STYLE(0, "m"); // 1 FLICKER (first variety) LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE LIGHT_STYLE(4, "mamamamamama"); // 5 GENTLE PULSE 1 LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) LIGHT_STYLE(6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) LIGHT_STYLE(9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER LIGHT_STYLE(10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // 12 UNDERWATER LIGHT MUTATION // this light only distorts the lightmap - no contribution // is made to the brightness of affected surfaces LIGHT_STYLE(12, "mmnnmmnnnmmnn"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing LIGHT_STYLE(63, "a"); for ( int i = 0; i < ARRAYSIZE(gDecals); i++ ) gDecals[i].index = DECAL_INDEX( gDecals[i].name ); // init the WorldGraph. WorldGraph.InitGraph(); // make sure the .NOD file is newer than the .BSP file. if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) ) {// NOD file is not present, or is older than the BSP file. WorldGraph.AllocNodes (); } else {// Load the node graph for this level if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) ) {// couldn't load, so alloc and prepare to build a graph. ALERT ( at_console, "*Error opening .NOD file\n" ); WorldGraph.AllocNodes (); } else { ALERT ( at_console, "\n*Graph Loaded!\n" ); } } if ( pev->speed > 0 ) CVAR_SET_FLOAT( "sv_zmax", pev->speed ); else CVAR_SET_FLOAT( "sv_zmax", 4096 ); if ( pev->netname ) { ALERT( at_aiconsole, "Chapter title: %s\n", STRING(pev->netname) ); CBaseEntity *pEntity = CBaseEntity::Create( "env_message", g_vecZero, g_vecZero, NULL ); if ( pEntity ) { pEntity->SetThink( &CBaseEntity::SUB_CallUseToggle ); pEntity->pev->message = pev->netname; pev->netname = 0; pEntity->pev->nextthink = gpGlobals->time + 0.3; pEntity->pev->spawnflags = SF_MESSAGE_ONCE; } } if ( pev->spawnflags & SF_WORLD_DARK ) CVAR_SET_FLOAT( "v_dark", 1.0 ); else CVAR_SET_FLOAT( "v_dark", 0.0 ); if ( pev->spawnflags & SF_WORLD_TITLE ) gDisplayTitle = TRUE; // display the game title if this key is set else gDisplayTitle = FALSE; if ( pev->spawnflags & SF_WORLD_FORCETEAM ) { CVAR_SET_FLOAT( "mp_defaultteam", 1 ); } else { CVAR_SET_FLOAT( "mp_defaultteam", 0 ); } } // // Just to ignore the "wad" field. // void CWorld :: KeyValue( KeyValueData *pkvd ) { if ( FStrEq(pkvd->szKeyName, "skyname") ) { // Sent over net now. CVAR_SET_STRING( "sv_skyname", pkvd->szValue ); pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "sounds") ) { gpGlobals->cdAudioTrack = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "WaveHeight") ) { // Sent over net now. pev->scale = atof(pkvd->szValue) * (1.0/8.0); pkvd->fHandled = TRUE; CVAR_SET_FLOAT( "sv_wateramp", pev->scale ); } else if ( FStrEq(pkvd->szKeyName, "MaxRange") ) { pev->speed = atof(pkvd->szValue); pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "chaptertitle") ) { pev->netname = ALLOC_STRING(pkvd->szValue); pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "startdark") ) { // UNDONE: This is a gross hack!!! The CVAR is NOT sent over the client/sever link // but it will work for single player int flag = atoi(pkvd->szValue); pkvd->fHandled = TRUE; if ( flag ) pev->spawnflags |= SF_WORLD_DARK; } else if ( FStrEq(pkvd->szKeyName, "newunit") ) { // Single player only. Clear save directory if set if ( atoi(pkvd->szValue) ) CVAR_SET_FLOAT( "sv_newunit", 1 ); pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "gametitle") ) { if ( atoi(pkvd->szValue) ) pev->spawnflags |= SF_WORLD_TITLE; pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "mapteams") ) { pev->team = ALLOC_STRING( pkvd->szValue ); pkvd->fHandled = TRUE; } else if ( FStrEq(pkvd->szKeyName, "defaultteam") ) { if ( atoi(pkvd->szValue) ) { pev->spawnflags |= SF_WORLD_FORCETEAM; } pkvd->fHandled = TRUE; } else CBaseEntity::KeyValue( pkvd ); }