and the ruamoko side of entity parsing :) currently disabled for now (just need to uncomment the line in Entity's +load) due to lack of filtering, but as a proof of concept, it works quite well, though I'm not at all happy about the handling of world.

This is an imperfect revision of history.
This commit is contained in:
Bill Currie 2004-11-12 11:23:00 +00:00 committed by Jeff Teunissen
parent 53ee50655c
commit f5b22f50e8
3 changed files with 4 additions and 1 deletions

View file

@ -2,6 +2,7 @@
#define __GameEntity_h
#include "Entity.h"
#include "entities.h"
@extern .vector angles;
@extern .float modelindex;

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@ -37,7 +37,7 @@ game_src= Axe.r GameEntity.r World.r tempent.r
game_obj=$(addsuffix .qfo,$(basename $(game_src)))
game.dat$(GZ): $(game_obj) ../lib/libr.a ../lib/libqw.a
$(QFCC) $(QCFLAGS) -p $(STRIP) -o game.dat $(game_obj) ../lib/libqw.a ../lib/libr.a
$(QFCC) $(QCFLAGS) -p $(STRIP) -o game.dat $(game_obj) ../lib/libr.a ../lib/libqw.a ../lib/libr.a
$(GZIP)
EXTRA_DIST= $(game_src) Axe.h GameEntity.h tempent.h Weapon.h World.h

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@ -130,6 +130,8 @@
BUILTIN (setspawnparms, #78, void, entity e);
BUILTIN (EntityParseFunction, #0, void, void (string ent_data) func);
#ifndef __RUA_INTERNAL_IMPLEMENT
};
#endif // __RUA_INTERNAL_IMPLEMENT