ef2gamesource/dlls/game/g_spawn.h
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

64 lines
1.9 KiB
C++

//-----------------------------------------------------------------------------
//
// $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<str> keyList;
Container<str> 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