//----------------------------------------------------------------------------- // // $Logfile:: /Code/DLLs/game/g_spawn.h $ // $Revision:: 2 $ // $Author:: Steven $ // $Date:: 10/13/03 8:54a $ // // Copyright (C) 1998 by Ritual Entertainment, Inc. // All rights reserved. // // This source is may not be distributed and/or modified without // expressly written permission by Ritual Entertainment, Inc. // // // DESCRIPTION: // #ifndef __G_SPAWN_H__ #define __G_SPAWN_H__ #include "entity.h" // spawnflags // these are set with checkboxes on each entity in the map editor #define SPAWNFLAG_NOT_EASY 0x00000100 #define SPAWNFLAG_NOT_MEDIUM 0x00000200 #define SPAWNFLAG_NOT_HARD 0x00000400 #define SPAWNFLAG_NOT_DEATHMATCH 0x00000800 #define SPAWNFLAG_DEVELOPMENT 0x00002000 #define SPAWNFLAG_DETAIL 0x00004000 class SpawnArgs : public Class { private: Container keyList; Container valueList; public: CLASS_PROTOTYPE( SpawnArgs ); SpawnArgs(); SpawnArgs( SpawnArgs &arglist ); void Clear( void ); const char *Parse( const char *data ); const char *getArg( const char *key, const char *defaultValue = NULL ); void setArg( const char *key, const char *value ); int NumArgs( void ); const char *getKey( int index ); const char *getValue( int index ); void operator=( SpawnArgs &a ); ClassDef *getClassDef( qboolean *tikiWasStatic = NULL ); Entity *Spawn( void ); virtual void Archive( Archiver &arc ); }; void G_InitClientPersistant( gclient_t *client ); ClassDef *FindClass( const char *name, qboolean *isModel ); #endif