mirror of
https://github.com/DrBeef/ioq3quest.git
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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
643 lines
16 KiB
C
643 lines
16 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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qboolean G_SpawnString( const char *key, const char *defaultString, char **out ) {
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int i;
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if ( !level.spawning ) {
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*out = (char *)defaultString;
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// G_Error( "G_SpawnString() called while not spawning" );
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}
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for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
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if ( !Q_stricmp( key, level.spawnVars[i][0] ) ) {
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*out = level.spawnVars[i][1];
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return qtrue;
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}
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}
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*out = (char *)defaultString;
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return qfalse;
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}
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qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ) {
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char *s;
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qboolean present;
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present = G_SpawnString( key, defaultString, &s );
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*out = atof( s );
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return present;
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}
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qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ) {
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char *s;
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qboolean present;
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present = G_SpawnString( key, defaultString, &s );
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*out = atoi( s );
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return present;
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}
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qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ) {
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char *s;
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qboolean present;
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present = G_SpawnString( key, defaultString, &s );
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sscanf( s, "%f %f %f", &out[0], &out[1], &out[2] );
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return present;
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}
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//
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// fields are needed for spawning from the entity string
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//
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typedef enum {
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F_INT,
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F_FLOAT,
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F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
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F_GSTRING, // string on disk, pointer in memory, TAG_GAME
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F_VECTOR,
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F_ANGLEHACK,
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F_ENTITY, // index on disk, pointer in memory
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F_ITEM, // index on disk, pointer in memory
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F_CLIENT, // index on disk, pointer in memory
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F_IGNORE
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} fieldtype_t;
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typedef struct
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{
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char *name;
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int ofs;
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fieldtype_t type;
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int flags;
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} field_t;
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field_t fields[] = {
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{"classname", FOFS(classname), F_LSTRING},
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{"origin", FOFS(s.origin), F_VECTOR},
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{"model", FOFS(model), F_LSTRING},
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{"model2", FOFS(model2), F_LSTRING},
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{"spawnflags", FOFS(spawnflags), F_INT},
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{"speed", FOFS(speed), F_FLOAT},
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{"target", FOFS(target), F_LSTRING},
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{"targetname", FOFS(targetname), F_LSTRING},
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{"message", FOFS(message), F_LSTRING},
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{"team", FOFS(team), F_LSTRING},
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{"wait", FOFS(wait), F_FLOAT},
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{"random", FOFS(random), F_FLOAT},
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{"count", FOFS(count), F_INT},
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{"health", FOFS(health), F_INT},
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{"light", 0, F_IGNORE},
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{"dmg", FOFS(damage), F_INT},
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{"angles", FOFS(s.angles), F_VECTOR},
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{"angle", FOFS(s.angles), F_ANGLEHACK},
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{"targetShaderName", FOFS(targetShaderName), F_LSTRING},
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{"targetShaderNewName", FOFS(targetShaderNewName), F_LSTRING},
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{NULL}
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};
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typedef struct {
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char *name;
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void (*spawn)(gentity_t *ent);
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} spawn_t;
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void SP_info_player_start (gentity_t *ent);
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void SP_info_player_deathmatch (gentity_t *ent);
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void SP_info_player_intermission (gentity_t *ent);
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void SP_info_firstplace(gentity_t *ent);
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void SP_info_secondplace(gentity_t *ent);
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void SP_info_thirdplace(gentity_t *ent);
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void SP_info_podium(gentity_t *ent);
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void SP_func_plat (gentity_t *ent);
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void SP_func_static (gentity_t *ent);
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void SP_func_rotating (gentity_t *ent);
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void SP_func_bobbing (gentity_t *ent);
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void SP_func_pendulum( gentity_t *ent );
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void SP_func_button (gentity_t *ent);
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void SP_func_door (gentity_t *ent);
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void SP_func_train (gentity_t *ent);
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void SP_func_timer (gentity_t *self);
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void SP_trigger_always (gentity_t *ent);
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void SP_trigger_multiple (gentity_t *ent);
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void SP_trigger_push (gentity_t *ent);
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void SP_trigger_teleport (gentity_t *ent);
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void SP_trigger_hurt (gentity_t *ent);
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void SP_target_remove_powerups( gentity_t *ent );
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void SP_target_give (gentity_t *ent);
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void SP_target_delay (gentity_t *ent);
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void SP_target_speaker (gentity_t *ent);
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void SP_target_print (gentity_t *ent);
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void SP_target_laser (gentity_t *self);
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void SP_target_character (gentity_t *ent);
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void SP_target_score( gentity_t *ent );
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void SP_target_teleporter( gentity_t *ent );
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void SP_target_relay (gentity_t *ent);
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void SP_target_kill (gentity_t *ent);
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void SP_target_position (gentity_t *ent);
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void SP_target_location (gentity_t *ent);
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void SP_target_push (gentity_t *ent);
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void SP_light (gentity_t *self);
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void SP_info_null (gentity_t *self);
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void SP_info_notnull (gentity_t *self);
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void SP_info_camp (gentity_t *self);
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void SP_path_corner (gentity_t *self);
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void SP_misc_teleporter_dest (gentity_t *self);
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void SP_misc_model(gentity_t *ent);
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void SP_misc_portal_camera(gentity_t *ent);
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void SP_misc_portal_surface(gentity_t *ent);
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void SP_shooter_rocket( gentity_t *ent );
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void SP_shooter_plasma( gentity_t *ent );
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void SP_shooter_grenade( gentity_t *ent );
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void SP_team_CTF_redplayer( gentity_t *ent );
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void SP_team_CTF_blueplayer( gentity_t *ent );
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void SP_team_CTF_redspawn( gentity_t *ent );
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void SP_team_CTF_bluespawn( gentity_t *ent );
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#ifdef MISSIONPACK
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void SP_team_blueobelisk( gentity_t *ent );
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void SP_team_redobelisk( gentity_t *ent );
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void SP_team_neutralobelisk( gentity_t *ent );
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#endif
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void SP_item_botroam( gentity_t *ent ) { }
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spawn_t spawns[] = {
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// info entities don't do anything at all, but provide positional
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// information for things controlled by other processes
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{"info_player_start", SP_info_player_start},
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{"info_player_deathmatch", SP_info_player_deathmatch},
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{"info_player_intermission", SP_info_player_intermission},
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{"info_null", SP_info_null},
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{"info_notnull", SP_info_notnull}, // use target_position instead
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{"info_camp", SP_info_camp},
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{"func_plat", SP_func_plat},
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{"func_button", SP_func_button},
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{"func_door", SP_func_door},
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{"func_static", SP_func_static},
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{"func_rotating", SP_func_rotating},
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{"func_bobbing", SP_func_bobbing},
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{"func_pendulum", SP_func_pendulum},
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{"func_train", SP_func_train},
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{"func_group", SP_info_null},
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{"func_timer", SP_func_timer}, // rename trigger_timer?
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// Triggers are brush objects that cause an effect when contacted
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// by a living player, usually involving firing targets.
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// While almost everything could be done with
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// a single trigger class and different targets, triggered effects
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// could not be client side predicted (push and teleport).
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{"trigger_always", SP_trigger_always},
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{"trigger_multiple", SP_trigger_multiple},
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{"trigger_push", SP_trigger_push},
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{"trigger_teleport", SP_trigger_teleport},
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{"trigger_hurt", SP_trigger_hurt},
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// targets perform no action by themselves, but must be triggered
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// by another entity
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{"target_give", SP_target_give},
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{"target_remove_powerups", SP_target_remove_powerups},
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{"target_delay", SP_target_delay},
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{"target_speaker", SP_target_speaker},
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{"target_print", SP_target_print},
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{"target_laser", SP_target_laser},
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{"target_score", SP_target_score},
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{"target_teleporter", SP_target_teleporter},
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{"target_relay", SP_target_relay},
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{"target_kill", SP_target_kill},
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{"target_position", SP_target_position},
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{"target_location", SP_target_location},
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{"target_push", SP_target_push},
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{"light", SP_light},
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{"path_corner", SP_path_corner},
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{"misc_teleporter_dest", SP_misc_teleporter_dest},
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{"misc_model", SP_misc_model},
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{"misc_portal_surface", SP_misc_portal_surface},
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{"misc_portal_camera", SP_misc_portal_camera},
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{"shooter_rocket", SP_shooter_rocket},
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{"shooter_grenade", SP_shooter_grenade},
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{"shooter_plasma", SP_shooter_plasma},
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{"team_CTF_redplayer", SP_team_CTF_redplayer},
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{"team_CTF_blueplayer", SP_team_CTF_blueplayer},
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{"team_CTF_redspawn", SP_team_CTF_redspawn},
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{"team_CTF_bluespawn", SP_team_CTF_bluespawn},
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#ifdef MISSIONPACK
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{"team_redobelisk", SP_team_redobelisk},
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{"team_blueobelisk", SP_team_blueobelisk},
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{"team_neutralobelisk", SP_team_neutralobelisk},
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#endif
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{"item_botroam", SP_item_botroam},
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{NULL, 0}
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};
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/*
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===============
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G_CallSpawn
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Finds the spawn function for the entity and calls it,
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returning qfalse if not found
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===============
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*/
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qboolean G_CallSpawn( gentity_t *ent ) {
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spawn_t *s;
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gitem_t *item;
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if ( !ent->classname ) {
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G_Printf ("G_CallSpawn: NULL classname\n");
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return qfalse;
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}
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// check item spawn functions
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for ( item=bg_itemlist+1 ; item->classname ; item++ ) {
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if ( !strcmp(item->classname, ent->classname) ) {
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G_SpawnItem( ent, item );
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return qtrue;
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}
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}
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// check normal spawn functions
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for ( s=spawns ; s->name ; s++ ) {
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if ( !strcmp(s->name, ent->classname) ) {
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// found it
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s->spawn(ent);
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return qtrue;
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}
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}
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G_Printf ("%s doesn't have a spawn function\n", ent->classname);
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return qfalse;
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}
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/*
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=============
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G_NewString
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Builds a copy of the string, translating \n to real linefeeds
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so message texts can be multi-line
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=============
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*/
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char *G_NewString( const char *string ) {
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char *newb, *new_p;
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int i,l;
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l = strlen(string) + 1;
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newb = G_Alloc( l );
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new_p = newb;
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// turn \n into a real linefeed
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for ( i=0 ; i< l ; i++ ) {
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if (string[i] == '\\' && i < l-1) {
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i++;
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if (string[i] == 'n') {
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*new_p++ = '\n';
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} else {
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*new_p++ = '\\';
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}
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} else {
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*new_p++ = string[i];
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}
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}
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return newb;
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}
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/*
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===============
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G_ParseField
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Takes a key/value pair and sets the binary values
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in a gentity
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===============
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*/
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void G_ParseField( const char *key, const char *value, gentity_t *ent ) {
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field_t *f;
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byte *b;
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float v;
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vec3_t vec;
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for ( f=fields ; f->name ; f++ ) {
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if ( !Q_stricmp(f->name, key) ) {
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// found it
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b = (byte *)ent;
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switch( f->type ) {
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case F_LSTRING:
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*(char **)(b+f->ofs) = G_NewString (value);
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break;
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case F_VECTOR:
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sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
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((float *)(b+f->ofs))[0] = vec[0];
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((float *)(b+f->ofs))[1] = vec[1];
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((float *)(b+f->ofs))[2] = vec[2];
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break;
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case F_INT:
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*(int *)(b+f->ofs) = atoi(value);
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break;
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case F_FLOAT:
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*(float *)(b+f->ofs) = atof(value);
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break;
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case F_ANGLEHACK:
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v = atof(value);
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((float *)(b+f->ofs))[0] = 0;
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((float *)(b+f->ofs))[1] = v;
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((float *)(b+f->ofs))[2] = 0;
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break;
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default:
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case F_IGNORE:
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break;
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}
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return;
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}
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}
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}
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/*
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===================
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G_SpawnGEntityFromSpawnVars
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Spawn an entity and fill in all of the level fields from
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level.spawnVars[], then call the class specfic spawn function
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===================
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*/
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void G_SpawnGEntityFromSpawnVars( void ) {
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int i;
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gentity_t *ent;
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char *s, *value, *gametypeName;
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static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"};
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// get the next free entity
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ent = G_Spawn();
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for ( i = 0 ; i < level.numSpawnVars ; i++ ) {
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G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], ent );
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}
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// check for "notsingle" flag
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if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
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G_SpawnInt( "notsingle", "0", &i );
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if ( i ) {
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G_FreeEntity( ent );
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return;
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}
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}
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// check for "notteam" flag (GT_FFA, GT_TOURNAMENT, GT_SINGLE_PLAYER)
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if ( g_gametype.integer >= GT_TEAM ) {
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G_SpawnInt( "notteam", "0", &i );
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if ( i ) {
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G_FreeEntity( ent );
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return;
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}
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} else {
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G_SpawnInt( "notfree", "0", &i );
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if ( i ) {
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G_FreeEntity( ent );
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return;
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}
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}
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#ifdef MISSIONPACK
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G_SpawnInt( "notta", "0", &i );
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if ( i ) {
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G_FreeEntity( ent );
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return;
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}
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#else
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G_SpawnInt( "notq3a", "0", &i );
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if ( i ) {
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G_FreeEntity( ent );
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return;
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}
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#endif
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if( G_SpawnString( "gametype", NULL, &value ) ) {
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if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) {
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gametypeName = gametypeNames[g_gametype.integer];
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s = strstr( value, gametypeName );
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if( !s ) {
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G_FreeEntity( ent );
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return;
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}
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}
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}
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// move editor origin to pos
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VectorCopy( ent->s.origin, ent->s.pos.trBase );
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VectorCopy( ent->s.origin, ent->r.currentOrigin );
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// if we didn't get a classname, don't bother spawning anything
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if ( !G_CallSpawn( ent ) ) {
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G_FreeEntity( ent );
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}
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}
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/*
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====================
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G_AddSpawnVarToken
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====================
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*/
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char *G_AddSpawnVarToken( const char *string ) {
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int l;
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char *dest;
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l = strlen( string );
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if ( level.numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) {
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G_Error( "G_AddSpawnVarToken: MAX_SPAWN_CHARS" );
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}
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dest = level.spawnVarChars + level.numSpawnVarChars;
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memcpy( dest, string, l+1 );
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level.numSpawnVarChars += l + 1;
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return dest;
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}
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/*
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====================
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G_ParseSpawnVars
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Parses a brace bounded set of key / value pairs out of the
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level's entity strings into level.spawnVars[]
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This does not actually spawn an entity.
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====================
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*/
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qboolean G_ParseSpawnVars( void ) {
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char keyname[MAX_TOKEN_CHARS];
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char com_token[MAX_TOKEN_CHARS];
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level.numSpawnVars = 0;
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level.numSpawnVarChars = 0;
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// parse the opening brace
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if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
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// end of spawn string
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return qfalse;
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}
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if ( com_token[0] != '{' ) {
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G_Error( "G_ParseSpawnVars: found %s when expecting {",com_token );
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}
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// go through all the key / value pairs
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while ( 1 ) {
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// parse key
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if ( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) {
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G_Error( "G_ParseSpawnVars: EOF without closing brace" );
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}
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if ( keyname[0] == '}' ) {
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break;
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}
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// parse value
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if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) {
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G_Error( "G_ParseSpawnVars: EOF without closing brace" );
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}
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if ( com_token[0] == '}' ) {
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G_Error( "G_ParseSpawnVars: closing brace without data" );
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}
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if ( level.numSpawnVars == MAX_SPAWN_VARS ) {
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G_Error( "G_ParseSpawnVars: MAX_SPAWN_VARS" );
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}
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level.spawnVars[ level.numSpawnVars ][0] = G_AddSpawnVarToken( keyname );
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level.spawnVars[ level.numSpawnVars ][1] = G_AddSpawnVarToken( com_token );
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level.numSpawnVars++;
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}
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return qtrue;
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}
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/*QUAKED worldspawn (0 0 0) ?
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Every map should have exactly one worldspawn.
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"music" music wav file
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"gravity" 800 is default gravity
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"message" Text to print during connection process
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*/
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void SP_worldspawn( void ) {
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char *s;
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G_SpawnString( "classname", "", &s );
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if ( Q_stricmp( s, "worldspawn" ) ) {
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G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" );
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}
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// make some data visible to connecting client
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trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION );
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trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) );
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G_SpawnString( "music", "", &s );
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trap_SetConfigstring( CS_MUSIC, s );
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G_SpawnString( "message", "", &s );
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trap_SetConfigstring( CS_MESSAGE, s ); // map specific message
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trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day
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G_SpawnString( "gravity", "800", &s );
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trap_Cvar_Set( "g_gravity", s );
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G_SpawnString( "enableDust", "0", &s );
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trap_Cvar_Set( "g_enableDust", s );
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G_SpawnString( "enableBreath", "0", &s );
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trap_Cvar_Set( "g_enableBreath", s );
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g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD;
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g_entities[ENTITYNUM_WORLD].classname = "worldspawn";
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// see if we want a warmup time
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trap_SetConfigstring( CS_WARMUP, "" );
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if ( g_restarted.integer ) {
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trap_Cvar_Set( "g_restarted", "0" );
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level.warmupTime = 0;
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} else if ( g_doWarmup.integer ) { // Turn it on
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level.warmupTime = -1;
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trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
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G_LogPrintf( "Warmup:\n" );
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}
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}
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/*
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==============
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G_SpawnEntitiesFromString
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Parses textual entity definitions out of an entstring and spawns gentities.
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==============
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*/
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void G_SpawnEntitiesFromString( void ) {
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// allow calls to G_Spawn*()
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level.spawning = qtrue;
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level.numSpawnVars = 0;
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// the worldspawn is not an actual entity, but it still
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// has a "spawn" function to perform any global setup
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// needed by a level (setting configstrings or cvars, etc)
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if ( !G_ParseSpawnVars() ) {
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G_Error( "SpawnEntities: no entities" );
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}
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SP_worldspawn();
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// parse ents
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while( G_ParseSpawnVars() ) {
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G_SpawnGEntityFromSpawnVars();
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}
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level.spawning = qfalse; // any future calls to G_Spawn*() will be errors
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}
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