mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-27 14:22:11 +00:00
642 lines
16 KiB
C
642 lines
16 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
|
|
#include "g_local.h"
|
|
|
|
qboolean G_SpawnString( const char *key, const char *defaultString, char **out ) {
|
|
int i;
|
|
|
|
if ( !level.spawning ) {
|
|
*out = (char *)defaultString;
|
|
// G_Error( "G_SpawnString() called while not spawning" );
|
|
}
|
|
|
|
for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
|
|
if ( !Q_stricmp( key, level.spawnVars[i][0] ) ) {
|
|
*out = level.spawnVars[i][1];
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
*out = (char *)defaultString;
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ) {
|
|
char *s;
|
|
qboolean present;
|
|
|
|
present = G_SpawnString( key, defaultString, &s );
|
|
*out = atof( s );
|
|
return present;
|
|
}
|
|
|
|
qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ) {
|
|
char *s;
|
|
qboolean present;
|
|
|
|
present = G_SpawnString( key, defaultString, &s );
|
|
*out = atoi( s );
|
|
return present;
|
|
}
|
|
|
|
qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ) {
|
|
char *s;
|
|
qboolean present;
|
|
|
|
present = G_SpawnString( key, defaultString, &s );
|
|
sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] );
|
|
return present;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// fields are needed for spawning from the entity string
|
|
//
|
|
typedef enum {
|
|
F_INT,
|
|
F_FLOAT,
|
|
F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
|
|
F_GSTRING, // string on disk, pointer in memory, TAG_GAME
|
|
F_VECTOR,
|
|
F_ANGLEHACK,
|
|
F_ENTITY, // index on disk, pointer in memory
|
|
F_ITEM, // index on disk, pointer in memory
|
|
F_CLIENT, // index on disk, pointer in memory
|
|
F_IGNORE
|
|
} fieldtype_t;
|
|
|
|
typedef struct
|
|
{
|
|
char *name;
|
|
int ofs;
|
|
fieldtype_t type;
|
|
} field_t;
|
|
|
|
field_t fields[] = {
|
|
{"classname", FOFS(classname), F_LSTRING},
|
|
{"origin", FOFS(s.origin), F_VECTOR},
|
|
{"model", FOFS(model), F_LSTRING},
|
|
{"model2", FOFS(model2), F_LSTRING},
|
|
{"spawnflags", FOFS(spawnflags), F_INT},
|
|
{"speed", FOFS(speed), F_FLOAT},
|
|
{"target", FOFS(target), F_LSTRING},
|
|
{"targetname", FOFS(targetname), F_LSTRING},
|
|
{"message", FOFS(message), F_LSTRING},
|
|
{"team", FOFS(team), F_LSTRING},
|
|
{"wait", FOFS(wait), F_FLOAT},
|
|
{"random", FOFS(random), F_FLOAT},
|
|
{"count", FOFS(count), F_INT},
|
|
{"health", FOFS(health), F_INT},
|
|
{"light", 0, F_IGNORE},
|
|
{"dmg", FOFS(damage), F_INT},
|
|
{"angles", FOFS(s.angles), F_VECTOR},
|
|
{"angle", FOFS(s.angles), F_ANGLEHACK},
|
|
{"targetShaderName", FOFS(targetShaderName), F_LSTRING},
|
|
{"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
|
|
|
|
{NULL}
|
|
};
|
|
|
|
|
|
typedef struct {
|
|
char *name;
|
|
void (*spawn)(gentity_t *ent);
|
|
} spawn_t;
|
|
|
|
void SP_info_player_start (gentity_t *ent);
|
|
void SP_info_player_deathmatch (gentity_t *ent);
|
|
void SP_info_player_intermission (gentity_t *ent);
|
|
void SP_info_firstplace(gentity_t *ent);
|
|
void SP_info_secondplace(gentity_t *ent);
|
|
void SP_info_thirdplace(gentity_t *ent);
|
|
void SP_info_podium(gentity_t *ent);
|
|
|
|
void SP_func_plat (gentity_t *ent);
|
|
void SP_func_static (gentity_t *ent);
|
|
void SP_func_rotating (gentity_t *ent);
|
|
void SP_func_bobbing (gentity_t *ent);
|
|
void SP_func_pendulum( gentity_t *ent );
|
|
void SP_func_button (gentity_t *ent);
|
|
void SP_func_door (gentity_t *ent);
|
|
void SP_func_train (gentity_t *ent);
|
|
void SP_func_timer (gentity_t *self);
|
|
|
|
void SP_trigger_always (gentity_t *ent);
|
|
void SP_trigger_multiple (gentity_t *ent);
|
|
void SP_trigger_push (gentity_t *ent);
|
|
void SP_trigger_teleport (gentity_t *ent);
|
|
void SP_trigger_hurt (gentity_t *ent);
|
|
|
|
void SP_target_remove_powerups( gentity_t *ent );
|
|
void SP_target_give (gentity_t *ent);
|
|
void SP_target_delay (gentity_t *ent);
|
|
void SP_target_speaker (gentity_t *ent);
|
|
void SP_target_print (gentity_t *ent);
|
|
void SP_target_laser (gentity_t *self);
|
|
void SP_target_character (gentity_t *ent);
|
|
void SP_target_score( gentity_t *ent );
|
|
void SP_target_teleporter( gentity_t *ent );
|
|
void SP_target_relay (gentity_t *ent);
|
|
void SP_target_kill (gentity_t *ent);
|
|
void SP_target_position (gentity_t *ent);
|
|
void SP_target_location (gentity_t *ent);
|
|
void SP_target_push (gentity_t *ent);
|
|
|
|
void SP_light (gentity_t *self);
|
|
void SP_info_null (gentity_t *self);
|
|
void SP_info_notnull (gentity_t *self);
|
|
void SP_info_camp (gentity_t *self);
|
|
void SP_path_corner (gentity_t *self);
|
|
|
|
void SP_misc_teleporter_dest (gentity_t *self);
|
|
void SP_misc_model(gentity_t *ent);
|
|
void SP_misc_portal_camera(gentity_t *ent);
|
|
void SP_misc_portal_surface(gentity_t *ent);
|
|
|
|
void SP_shooter_rocket( gentity_t *ent );
|
|
void SP_shooter_plasma( gentity_t *ent );
|
|
void SP_shooter_grenade( gentity_t *ent );
|
|
|
|
void SP_team_CTF_redplayer( gentity_t *ent );
|
|
void SP_team_CTF_blueplayer( gentity_t *ent );
|
|
|
|
void SP_team_CTF_redspawn( gentity_t *ent );
|
|
void SP_team_CTF_bluespawn( gentity_t *ent );
|
|
|
|
#ifdef MISSIONPACK
|
|
void SP_team_blueobelisk( gentity_t *ent );
|
|
void SP_team_redobelisk( gentity_t *ent );
|
|
void SP_team_neutralobelisk( gentity_t *ent );
|
|
#endif
|
|
void SP_item_botroam( gentity_t *ent ) { }
|
|
|
|
spawn_t spawns[] = {
|
|
// info entities don't do anything at all, but provide positional
|
|
// information for things controlled by other processes
|
|
{"info_player_start", SP_info_player_start},
|
|
{"info_player_deathmatch", SP_info_player_deathmatch},
|
|
{"info_player_intermission", SP_info_player_intermission},
|
|
{"info_null", SP_info_null},
|
|
{"info_notnull", SP_info_notnull}, // use target_position instead
|
|
{"info_camp", SP_info_camp},
|
|
|
|
{"func_plat", SP_func_plat},
|
|
{"func_button", SP_func_button},
|
|
{"func_door", SP_func_door},
|
|
{"func_static", SP_func_static},
|
|
{"func_rotating", SP_func_rotating},
|
|
{"func_bobbing", SP_func_bobbing},
|
|
{"func_pendulum", SP_func_pendulum},
|
|
{"func_train", SP_func_train},
|
|
{"func_group", SP_info_null},
|
|
{"func_timer", SP_func_timer}, // rename trigger_timer?
|
|
|
|
// Triggers are brush objects that cause an effect when contacted
|
|
// by a living player, usually involving firing targets.
|
|
// While almost everything could be done with
|
|
// a single trigger class and different targets, triggered effects
|
|
// could not be client side predicted (push and teleport).
|
|
{"trigger_always", SP_trigger_always},
|
|
{"trigger_multiple", SP_trigger_multiple},
|
|
{"trigger_push", SP_trigger_push},
|
|
{"trigger_teleport", SP_trigger_teleport},
|
|
{"trigger_hurt", SP_trigger_hurt},
|
|
|
|
// targets perform no action by themselves, but must be triggered
|
|
// by another entity
|
|
{"target_give", SP_target_give},
|
|
{"target_remove_powerups", SP_target_remove_powerups},
|
|
{"target_delay", SP_target_delay},
|
|
{"target_speaker", SP_target_speaker},
|
|
{"target_print", SP_target_print},
|
|
{"target_laser", SP_target_laser},
|
|
{"target_score", SP_target_score},
|
|
{"target_teleporter", SP_target_teleporter},
|
|
{"target_relay", SP_target_relay},
|
|
{"target_kill", SP_target_kill},
|
|
{"target_position", SP_target_position},
|
|
{"target_location", SP_target_location},
|
|
{"target_push", SP_target_push},
|
|
|
|
{"light", SP_light},
|
|
{"path_corner", SP_path_corner},
|
|
|
|
{"misc_teleporter_dest", SP_misc_teleporter_dest},
|
|
{"misc_model", SP_misc_model},
|
|
{"misc_portal_surface", SP_misc_portal_surface},
|
|
{"misc_portal_camera", SP_misc_portal_camera},
|
|
|
|
{"shooter_rocket", SP_shooter_rocket},
|
|
{"shooter_grenade", SP_shooter_grenade},
|
|
{"shooter_plasma", SP_shooter_plasma},
|
|
|
|
{"team_CTF_redplayer", SP_team_CTF_redplayer},
|
|
{"team_CTF_blueplayer", SP_team_CTF_blueplayer},
|
|
|
|
{"team_CTF_redspawn", SP_team_CTF_redspawn},
|
|
{"team_CTF_bluespawn", SP_team_CTF_bluespawn},
|
|
|
|
#ifdef MISSIONPACK
|
|
{"team_redobelisk", SP_team_redobelisk},
|
|
{"team_blueobelisk", SP_team_blueobelisk},
|
|
{"team_neutralobelisk", SP_team_neutralobelisk},
|
|
#endif
|
|
{"item_botroam", SP_item_botroam},
|
|
|
|
{NULL, 0}
|
|
};
|
|
|
|
/*
|
|
===============
|
|
G_CallSpawn
|
|
|
|
Finds the spawn function for the entity and calls it,
|
|
returning qfalse if not found
|
|
===============
|
|
*/
|
|
qboolean G_CallSpawn( gentity_t *ent ) {
|
|
spawn_t *s;
|
|
gitem_t *item;
|
|
|
|
if ( !ent->classname ) {
|
|
G_Printf ("G_CallSpawn: NULL classname\n");
|
|
return qfalse;
|
|
}
|
|
|
|
// check item spawn functions
|
|
for ( item=bg_itemlist+1 ; item->classname ; item++ ) {
|
|
if ( !strcmp(item->classname, ent->classname) ) {
|
|
G_SpawnItem( ent, item );
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
// check normal spawn functions
|
|
for ( s=spawns ; s->name ; s++ ) {
|
|
if ( !strcmp(s->name, ent->classname) ) {
|
|
// found it
|
|
s->spawn(ent);
|
|
return qtrue;
|
|
}
|
|
}
|
|
G_Printf ("%s doesn't have a spawn function\n", ent->classname);
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
G_NewString
|
|
|
|
Builds a copy of the string, translating \n to real linefeeds
|
|
so message texts can be multi-line
|
|
=============
|
|
*/
|
|
char *G_NewString( const char *string ) {
|
|
char *newb, *new_p;
|
|
int i,l;
|
|
|
|
l = strlen(string) + 1;
|
|
|
|
newb = G_Alloc( l );
|
|
|
|
new_p = newb;
|
|
|
|
// turn \n into a real linefeed
|
|
for ( i=0 ; i< l ; i++ ) {
|
|
if (string[i] == '\\' && i < l-1) {
|
|
i++;
|
|
if (string[i] == 'n') {
|
|
*new_p++ = '\n';
|
|
} else {
|
|
*new_p++ = '\\';
|
|
}
|
|
} else {
|
|
*new_p++ = string[i];
|
|
}
|
|
}
|
|
|
|
return newb;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
G_ParseField
|
|
|
|
Takes a key/value pair and sets the binary values
|
|
in a gentity
|
|
===============
|
|
*/
|
|
void G_ParseField( const char *key, const char *value, gentity_t *ent ) {
|
|
field_t *f;
|
|
byte *b;
|
|
float v;
|
|
vec3_t vec;
|
|
|
|
for ( f=fields ; f->name ; f++ ) {
|
|
if ( !Q_stricmp(f->name, key) ) {
|
|
// found it
|
|
b = (byte *)ent;
|
|
|
|
switch( f->type ) {
|
|
case F_LSTRING:
|
|
*(char **)(b+f->ofs) = G_NewString (value);
|
|
break;
|
|
case F_VECTOR:
|
|
sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
|
|
((float *)(b+f->ofs))[0] = vec[0];
|
|
((float *)(b+f->ofs))[1] = vec[1];
|
|
((float *)(b+f->ofs))[2] = vec[2];
|
|
break;
|
|
case F_INT:
|
|
*(int *)(b+f->ofs) = atoi(value);
|
|
break;
|
|
case F_FLOAT:
|
|
*(float *)(b+f->ofs) = atof(value);
|
|
break;
|
|
case F_ANGLEHACK:
|
|
v = atof(value);
|
|
((float *)(b+f->ofs))[0] = 0;
|
|
((float *)(b+f->ofs))[1] = v;
|
|
((float *)(b+f->ofs))[2] = 0;
|
|
break;
|
|
default:
|
|
case F_IGNORE:
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
G_SpawnGEntityFromSpawnVars
|
|
|
|
Spawn an entity and fill in all of the level fields from
|
|
level.spawnVars[], then call the class specfic spawn function
|
|
===================
|
|
*/
|
|
void G_SpawnGEntityFromSpawnVars( void ) {
|
|
int i;
|
|
gentity_t *ent;
|
|
char *s, *value, *gametypeName;
|
|
static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"};
|
|
|
|
// get the next free entity
|
|
ent = G_Spawn();
|
|
|
|
for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
|
|
G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], ent );
|
|
}
|
|
|
|
// check for "notsingle" flag
|
|
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
|
|
G_SpawnInt( "notsingle", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
// check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER)
|
|
if ( g_gametype.integer >= GT_TEAM ) {
|
|
G_SpawnInt( "notteam", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
} else {
|
|
G_SpawnInt( "notfree", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef MISSIONPACK
|
|
G_SpawnInt( "notta", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
#else
|
|
G_SpawnInt( "notq3a", "0", &i );
|
|
if ( i ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if( G_SpawnString( "gametype", NULL, &value ) ) {
|
|
if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) {
|
|
gametypeName = gametypeNames[g_gametype.integer];
|
|
|
|
s = strstr( value, gametypeName );
|
|
if( !s ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// move editor origin to pos
|
|
VectorCopy( ent->s.origin, ent->s.pos.trBase );
|
|
VectorCopy( ent->s.origin, ent->r.currentOrigin );
|
|
|
|
// if we didn't get a classname, don't bother spawning anything
|
|
if ( !G_CallSpawn( ent ) ) {
|
|
G_FreeEntity( ent );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
====================
|
|
G_AddSpawnVarToken
|
|
====================
|
|
*/
|
|
char *G_AddSpawnVarToken( const char *string ) {
|
|
int l;
|
|
char *dest;
|
|
|
|
l = strlen( string );
|
|
if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) {
|
|
G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" );
|
|
}
|
|
|
|
dest = level.spawnVarChars + level.numSpawnVarChars;
|
|
memcpy( dest, string, l+1 );
|
|
|
|
level.numSpawnVarChars += l + 1;
|
|
|
|
return dest;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
G_ParseSpawnVars
|
|
|
|
Parses a brace bounded set of key / value pairs out of the
|
|
level's entity strings into level.spawnVars[]
|
|
|
|
This does not actually spawn an entity.
|
|
====================
|
|
*/
|
|
qboolean G_ParseSpawnVars( void ) {
|
|
char keyname[MAX_TOKEN_CHARS];
|
|
char com_token[MAX_TOKEN_CHARS];
|
|
|
|
level.numSpawnVars = 0;
|
|
level.numSpawnVarChars = 0;
|
|
|
|
// parse the opening brace
|
|
if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
|
|
// end of spawn string
|
|
return qfalse;
|
|
}
|
|
if ( com_token[0] != '{' ) {
|
|
G_Error( "G_ParseSpawnVars: found %s when expecting {",com_token );
|
|
}
|
|
|
|
// go through all the key / value pairs
|
|
while ( 1 ) {
|
|
// parse key
|
|
if ( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) {
|
|
G_Error( "G_ParseSpawnVars: EOF without closing brace" );
|
|
}
|
|
|
|
if ( keyname[0] == '}' ) {
|
|
break;
|
|
}
|
|
|
|
// parse value
|
|
if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
|
|
G_Error( "G_ParseSpawnVars: EOF without closing brace" );
|
|
}
|
|
|
|
if ( com_token[0] == '}' ) {
|
|
G_Error( "G_ParseSpawnVars: closing brace without data" );
|
|
}
|
|
if ( level.numSpawnVars == MAX_SPAWN_VARS ) {
|
|
G_Error( "G_ParseSpawnVars: MAX_SPAWN_VARS" );
|
|
}
|
|
level.spawnVars[ level.numSpawnVars ][0] = G_AddSpawnVarToken( keyname );
|
|
level.spawnVars[ level.numSpawnVars ][1] = G_AddSpawnVarToken( com_token );
|
|
level.numSpawnVars++;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
|
|
/*QUAKED worldspawn (0 0 0) ?
|
|
|
|
Every map should have exactly one worldspawn.
|
|
"music" music wav file
|
|
"gravity" 800 is default gravity
|
|
"message" Text to print during connection process
|
|
*/
|
|
void SP_worldspawn( void ) {
|
|
char *s;
|
|
|
|
G_SpawnString( "classname", "", &s );
|
|
if ( Q_stricmp( s, "worldspawn" ) ) {
|
|
G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );
|
|
}
|
|
|
|
// make some data visible to connecting client
|
|
trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION );
|
|
|
|
trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) );
|
|
|
|
G_SpawnString( "music", "", &s );
|
|
trap_SetConfigstring( CS_MUSIC, s );
|
|
|
|
G_SpawnString( "message", "", &s );
|
|
trap_SetConfigstring( CS_MESSAGE, s ); // map specific message
|
|
|
|
trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day
|
|
|
|
G_SpawnString( "gravity", "800", &s );
|
|
trap_Cvar_Set( "g_gravity", s );
|
|
|
|
G_SpawnString( "enableDust", "0", &s );
|
|
trap_Cvar_Set( "g_enableDust", s );
|
|
|
|
G_SpawnString( "enableBreath", "0", &s );
|
|
trap_Cvar_Set( "g_enableBreath", s );
|
|
|
|
g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD;
|
|
g_entities[ENTITYNUM_WORLD].classname = "worldspawn";
|
|
|
|
// see if we want a warmup time
|
|
trap_SetConfigstring( CS_WARMUP, "" );
|
|
if ( g_restarted.integer ) {
|
|
trap_Cvar_Set( "g_restarted", "0" );
|
|
level.warmupTime = 0;
|
|
} else if ( g_doWarmup.integer ) { // Turn it on
|
|
level.warmupTime = -1;
|
|
trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
|
|
G_LogPrintf( "Warmup:\n" );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
G_SpawnEntitiesFromString
|
|
|
|
Parses textual entity definitions out of an entstring and spawns gentities.
|
|
==============
|
|
*/
|
|
void G_SpawnEntitiesFromString( void ) {
|
|
// allow calls to G_Spawn*()
|
|
level.spawning = qtrue;
|
|
level.numSpawnVars = 0;
|
|
|
|
// the worldspawn is not an actual entity, but it still
|
|
// has a "spawn" function to perform any global setup
|
|
// needed by a level (setting configstrings or cvars, etc)
|
|
if ( !G_ParseSpawnVars() ) {
|
|
G_Error( "SpawnEntities: no entities" );
|
|
}
|
|
SP_worldspawn();
|
|
|
|
// parse ents
|
|
while( G_ParseSpawnVars() ) {
|
|
G_SpawnGEntityFromSpawnVars();
|
|
}
|
|
|
|
level.spawning = qfalse; // any future calls to G_Spawn*() will be errors
|
|
}
|
|
|