// Copyright (C) 2007 Id Software, Inc. // /* game_worldspawn.cpp Worldspawn class. Each map has one worldspawn which handles global spawnargs. */ #include "precompiled.h" #pragma hdrstop #if defined( _DEBUG ) && !defined( ID_REDIRECT_NEWDELETE ) #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif #include "WorldSpawn.h" /* ================ idWorldspawn Every map should have exactly one worldspawn. ================ */ CLASS_DECLARATION( idEntity, idWorldspawn ) END_CLASS /* ================ idWorldspawn::Spawn ================ */ void idWorldspawn::Spawn( void ) { assert( gameLocal.world == NULL ); gameLocal.world = this; g_gravity.SetFloat( spawnArgs.GetFloat( "gravity", va( "%f", DEFAULT_GRAVITY ) ) ); gameLocal.flightCeilingLower = spawnArgs.GetFloat( "flight_ceiling_lower", "2048" ); gameLocal.flightCeilingUpper = spawnArgs.GetFloat( "flight_ceiling_upper", "2304" ); } /* ================ idWorldspawn::~idWorldspawn ================ */ idWorldspawn::~idWorldspawn() { if ( gameLocal.world == this ) { gameLocal.world = NULL; } }