ns/releases/performance-3.0.5/source/dlls/world.cpp
2005-07-14 17:38:07 +00:00

783 lines
20 KiB
C++

/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== world.cpp ========================================================
precaches and defs for entities and other data that must always be available.
*/
#include "util/nowarnings.h"
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "nodes.h"
#include "soundent.h"
#include "client.h"
#include "decals.h"
#include "skill.h"
#include "effects.h"
#include "player.h"
#include "weapons.h"
#include "gamerules.h"
#include "teamplay_gamerules.h"
#include "mod/AvHGamerules.h"
#include "pm_shared/pm_defs.h"
extern CGraph WorldGraph;
extern CSoundEnt *pSoundEnt;
DLL_GLOBAL edict_t *g_pBodyQueueHead;
CGlobalState gGlobalState;
extern DLL_GLOBAL int gDisplayTitle;
extern playermove_t* pmove;
extern void W_Precache(void);
//
// This must match the list in util.h
//
DLL_DECALLIST gDecals[] = {
{ "{shot1", 0 }, // DECAL_GUNSHOT1
{ "{shot2", 0 }, // DECAL_GUNSHOT2
{ "{shot3",0 }, // DECAL_GUNSHOT3
{ "{shot4", 0 }, // DECAL_GUNSHOT4
{ "{shot5", 0 }, // DECAL_GUNSHOT5
{ "{lambda01", 0 }, // DECAL_LAMBDA1
{ "{lambda02", 0 }, // DECAL_LAMBDA2
{ "{lambda03", 0 }, // DECAL_LAMBDA3
{ "{lambda04", 0 }, // DECAL_LAMBDA4
{ "{lambda05", 0 }, // DECAL_LAMBDA5
{ "{lambda06", 0 }, // DECAL_LAMBDA6
{ "{scorch1", 0 }, // DECAL_SCORCH1
{ "{scorch2", 0 }, // DECAL_SCORCH2
{ "{blood1", 0 }, // DECAL_BLOOD1
{ "{blood2", 0 }, // DECAL_BLOOD2
{ "{blood3", 0 }, // DECAL_BLOOD3
{ "{blood4", 0 }, // DECAL_BLOOD4
{ "{blood5", 0 }, // DECAL_BLOOD5
{ "{blood6", 0 }, // DECAL_BLOOD6
{ "{yblood1", 0 }, // DECAL_YBLOOD1
{ "{yblood2", 0 }, // DECAL_YBLOOD2
{ "{yblood3", 0 }, // DECAL_YBLOOD3
{ "{yblood4", 0 }, // DECAL_YBLOOD4
{ "{yblood5", 0 }, // DECAL_YBLOOD5
{ "{yblood6", 0 }, // DECAL_YBLOOD6
{ "{break1", 0 }, // DECAL_GLASSBREAK1
{ "{break2", 0 }, // DECAL_GLASSBREAK2
{ "{break3", 0 }, // DECAL_GLASSBREAK3
{ "{bigshot1", 0 }, // DECAL_BIGSHOT1
{ "{bigshot2", 0 }, // DECAL_BIGSHOT2
{ "{bigshot3", 0 }, // DECAL_BIGSHOT3
{ "{bigshot4", 0 }, // DECAL_BIGSHOT4
{ "{bigshot5", 0 }, // DECAL_BIGSHOT5
{ "{spit1", 0 }, // DECAL_SPIT1
{ "{spit2", 0 }, // DECAL_SPIT2
{ "{bproof1", 0 }, // DECAL_BPROOF1
{ "{gargstomp", 0 }, // DECAL_GARGSTOMP1, // Gargantua stomp crack
{ "{smscorch1", 0 }, // DECAL_SMALLSCORCH1, // Small scorch mark
{ "{smscorch2", 0 }, // DECAL_SMALLSCORCH2, // Small scorch mark
{ "{smscorch3", 0 }, // DECAL_SMALLSCORCH3, // Small scorch mark
{ "{mommablob", 0 }, // DECAL_MOMMABIRTH // BM Birth spray
{ "{mommablob", 0 }, // DECAL_MOMMASPLAT // BM Mortar spray?? need decal
};
/*
==============================================================================
BODY QUE
==============================================================================
*/
#define SF_DECAL_NOTINDEATHMATCH 2048
class CDecal : public CBaseEntity
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void EXPORT StaticDecal( void );
void EXPORT TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
};
LINK_ENTITY_TO_CLASS( infodecal, CDecal );
// UNDONE: These won't get sent to joining players in multi-player
void CDecal :: Spawn( void )
{
if ( pev->skin < 0 || (gpGlobals->deathmatch && FBitSet( pev->spawnflags, SF_DECAL_NOTINDEATHMATCH )) )
{
REMOVE_ENTITY(ENT(pev));
return;
}
if ( FStringNull ( pev->targetname ) )
{
SetThink(&CDecal::StaticDecal );
// if there's no targetname, the decal will spray itself on as soon as the world is done spawning.
pev->nextthink = gpGlobals->time;
}
else
{
// if there IS a targetname, the decal sprays itself on when it is triggered.
SetThink (&CDecal::SUB_DoNothing );
SetUse(&CDecal::TriggerDecal);
}
}
void CDecal :: TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// this is set up as a USE function for infodecals that have targetnames, so that the
// decal doesn't get applied until it is fired. (usually by a scripted sequence)
TraceResult trace;
int entityIndex;
UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace );
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY);
WRITE_BYTE( TE_BSPDECAL );
WRITE_COORD( pev->origin.x );
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
WRITE_SHORT( (int)pev->skin );
entityIndex = (short)ENTINDEX(trace.pHit);
WRITE_SHORT( entityIndex );
if ( entityIndex )
WRITE_SHORT( (int)VARS(trace.pHit)->modelindex );
MESSAGE_END();
SetThink(&CDecal::SUB_Remove );
pev->nextthink = gpGlobals->time + 0.1;
}
void CDecal :: StaticDecal( void )
{
TraceResult trace;
int entityIndex, modelIndex;
UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace );
entityIndex = (short)ENTINDEX(trace.pHit);
if ( entityIndex )
modelIndex = (int)VARS(trace.pHit)->modelindex;
else
modelIndex = 0;
g_engfuncs.pfnStaticDecal( pev->origin, (int)pev->skin, entityIndex, modelIndex );
SUB_Remove();
}
void CDecal :: KeyValue( KeyValueData *pkvd )
{
if (FStrEq(pkvd->szKeyName, "texture"))
{
pev->skin = DECAL_INDEX( pkvd->szValue );
// Found
if ( pev->skin >= 0 )
return;
ALERT( at_console, "Can't find decal %s\n", pkvd->szValue );
}
else
CBaseEntity::KeyValue( pkvd );
}
// Body queue class here.... It's really just CBaseEntity
class CCorpse : public CBaseEntity
{
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
};
LINK_ENTITY_TO_CLASS( bodyque, CCorpse );
static void InitBodyQue(void)
{
string_t istrClassname = MAKE_STRING("bodyque");
g_pBodyQueueHead = CREATE_NAMED_ENTITY( istrClassname );
entvars_t *pev = VARS(g_pBodyQueueHead);
// Reserve 3 more slots for dead bodies
for ( int i = 0; i < 3; i++ )
{
pev->owner = CREATE_NAMED_ENTITY( istrClassname );
pev = VARS(pev->owner);
}
pev->owner = g_pBodyQueueHead;
}
//
// make a body que entry for the given ent so the ent can be respawned elsewhere
//
// GLOBALS ASSUMED SET: g_eoBodyQueueHead
//
void CopyToBodyQue(entvars_t *pev)
{
if (pev->effects & EF_NODRAW)
return;
entvars_t *pevHead = VARS(g_pBodyQueueHead);
pevHead->angles = pev->angles;
pevHead->model = pev->model;
pevHead->modelindex = pev->modelindex;
pevHead->frame = pev->frame;
pevHead->colormap = pev->colormap;
pevHead->movetype = MOVETYPE_TOSS;
pevHead->velocity = pev->velocity;
pevHead->flags = 0;
pevHead->deadflag = pev->deadflag;
pevHead->renderfx = kRenderFxDeadPlayer;
pevHead->renderamt = ENTINDEX( ENT( pev ) );
pevHead->effects = pev->effects | EF_NOINTERP;
//pevHead->goalstarttime = pev->goalstarttime;
//pevHead->goalframe = pev->goalframe;
//pevHead->goalendtime = pev->goalendtime ;
pevHead->sequence = pev->sequence;
pevHead->animtime = pev->animtime;
UTIL_SetOrigin(pevHead, pev->origin);
UTIL_SetSize(pevHead, pev->mins, pev->maxs);
g_pBodyQueueHead = pevHead->owner;
}
CGlobalState::CGlobalState( void )
{
Reset();
}
void CGlobalState::Reset( void )
{
m_pList = NULL;
m_listCount = 0;
}
globalentity_t *CGlobalState :: Find( string_t globalname )
{
if ( !globalname )
return NULL;
globalentity_t *pTest;
const char *pEntityName = STRING(globalname);
pTest = m_pList;
while ( pTest )
{
if ( FStrEq( pEntityName, pTest->name ) )
break;
pTest = pTest->pNext;
}
return pTest;
}
// This is available all the time now on impulse 104, remove later
//#ifdef _DEBUG
void CGlobalState :: DumpGlobals( void )
{
static char *estates[] = { "Off", "On", "Dead" };
globalentity_t *pTest;
ALERT( at_console, "-- Globals --\n" );
pTest = m_pList;
while ( pTest )
{
ALERT( at_console, "%s: %s (%s)\n", pTest->name, pTest->levelName, estates[pTest->state] );
pTest = pTest->pNext;
}
}
//#endif
void CGlobalState :: EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state )
{
ASSERT( !Find(globalname) );
globalentity_t *pNewEntity = (globalentity_t *)calloc( sizeof( globalentity_t ), 1 );
ASSERT( pNewEntity != NULL );
pNewEntity->pNext = m_pList;
m_pList = pNewEntity;
strcpy( pNewEntity->name, STRING( globalname ) );
strcpy( pNewEntity->levelName, STRING(mapName) );
pNewEntity->state = state;
m_listCount++;
}
void CGlobalState :: EntitySetState( string_t globalname, GLOBALESTATE state )
{
globalentity_t *pEnt = Find( globalname );
if ( pEnt )
pEnt->state = state;
}
const globalentity_t *CGlobalState :: EntityFromTable( string_t globalname )
{
globalentity_t *pEnt = Find( globalname );
return pEnt;
}
GLOBALESTATE CGlobalState :: EntityGetState( string_t globalname )
{
globalentity_t *pEnt = Find( globalname );
if ( pEnt )
return pEnt->state;
return GLOBAL_OFF;
}
// Global Savedata for Delay
TYPEDESCRIPTION CGlobalState::m_SaveData[] =
{
DEFINE_FIELD( CGlobalState, m_listCount, FIELD_INTEGER ),
};
// Global Savedata for Delay
TYPEDESCRIPTION gGlobalEntitySaveData[] =
{
DEFINE_ARRAY( globalentity_t, name, FIELD_CHARACTER, 64 ),
DEFINE_ARRAY( globalentity_t, levelName, FIELD_CHARACTER, 32 ),
DEFINE_FIELD( globalentity_t, state, FIELD_INTEGER ),
};
const char* CGlobalState::GetLevelName()
{
return STRING(this->m_pList->levelName);
}
int CGlobalState::Save( CSave &save )
{
int i;
globalentity_t *pEntity;
if ( !save.WriteFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) )
return 0;
pEntity = m_pList;
for ( i = 0; i < m_listCount && pEntity; i++ )
{
if ( !save.WriteFields( "GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) )
return 0;
pEntity = pEntity->pNext;
}
return 1;
}
int CGlobalState::Restore( CRestore &restore )
{
int i, listCount;
globalentity_t tmpEntity;
ClearStates();
if ( !restore.ReadFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) )
return 0;
listCount = m_listCount; // Get new list count
m_listCount = 0; // Clear loaded data
for ( i = 0; i < listCount; i++ )
{
if ( !restore.ReadFields( "GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) )
return 0;
EntityAdd( MAKE_STRING(tmpEntity.name), MAKE_STRING(tmpEntity.levelName), tmpEntity.state );
}
return 1;
}
void CGlobalState::EntityUpdate( string_t globalname, string_t mapname )
{
globalentity_t *pEnt = Find( globalname );
if ( pEnt )
strcpy( pEnt->levelName, STRING(mapname) );
}
void CGlobalState::ClearStates( void )
{
globalentity_t *pFree = m_pList;
while ( pFree )
{
globalentity_t *pNext = pFree->pNext;
free( pFree );
pFree = pNext;
}
Reset();
}
void SaveGlobalState( SAVERESTOREDATA *pSaveData )
{
CSave saveHelper( pSaveData );
gGlobalState.Save( saveHelper );
}
void RestoreGlobalState( SAVERESTOREDATA *pSaveData )
{
CRestore restoreHelper( pSaveData );
gGlobalState.Restore( restoreHelper );
}
void ResetGlobalState( void )
{
gGlobalState.ClearStates();
gInitHUD = TRUE; // Init the HUD on a new game / load game
}
// moved CWorld class definition to cbase.h
//=======================
// CWorld
//
// This spawns first when each level begins.
//=======================
LINK_ENTITY_TO_CLASS( worldspawn, CWorld );
#define SF_WORLD_DARK 0x0001 // Fade from black at startup
#define SF_WORLD_TITLE 0x0002 // Display game title at startup
#define SF_WORLD_FORCETEAM 0x0004 // Force teams
extern DLL_GLOBAL BOOL g_fGameOver;
float g_flWeaponCheat;
void CWorld :: Spawn( void )
{
g_fGameOver = FALSE;
Precache( );
g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed?
}
void CWorld :: Precache( void )
{
#if 1
CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
CVAR_SET_STRING("sv_stepsize", "18");
#else
CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec
CVAR_SET_STRING("sv_stepsize", "24");
#endif
CVAR_SET_STRING("room_type", "0");// clear DSP
// Set up game rules
if (g_pGameRules)
{
delete g_pGameRules;
// This is needed because pmove is used by AvHSUGetIsEnoughRoomForHull, and if it isn't set to null, pmove->physents[0].worldmodel is the old map on a changelevel, and invalid
pmove = NULL;
}
InstallGameRules( );
GetGameRules()->PreWorldPrecacheReset();
//AvHGamerules* theGameRules = dynamic_cast<AvHGamerules*>(g_pGameRules);
//static const char* sCurrentLevelName = NULL;
//const char* theLevelName = STRING(gpGlobals->mapname);
//bool theNewMap = false;
//if(!sCurrentLevelName || strcmp(theLevelName, sCurrentLevelName))
//{
// theNewMap = true;
//}
// Reset game, but don't send need to send particles if same map (remove this distinction?)
//theGameRules->ResetGame(theNewMap);
//sCurrentLevelName = theLevelName;
// static bool theFirstTime = true;
// if(!theFirstTime)
// {
// theGameRules->ResetGame(true);
// }
// theFirstTime = false;
//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here
///!!!LATER - do we want a sound ent in deathmatch? (sjb)
//pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() );
pSoundEnt = GetClassPtr( ( CSoundEnt *)NULL );
pSoundEnt->Spawn();
if ( !pSoundEnt )
{
ALERT ( at_console, "**COULD NOT CREATE SOUNDENT**\n" );
}
InitBodyQue();
// init sentence group playback stuff from sentences.txt.
// ok to call this multiple times, calls after first are ignored.
SENTENCEG_Init();
// init texture type array from materials.txt
TEXTURETYPE_Init();
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache (); // get weapon precaches
ClientPrecache();
// sounds used from C physics code
PRECACHE_SOUND("common/null.wav"); // clears sound channels
PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons.
PRECACHE_UNMODIFIED_SOUND( "items/gunpickup2.wav" ); // player picks up a gun.
PRECACHE_UNMODIFIED_SOUND( "items/gunpickup2-a.wav" ); // alien is equipped
PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
PRECACHE_SOUND( "common/bodydrop4.wav" );
g_Language = (int)CVAR_GET_FLOAT( "sv_language" );
if ( g_Language == LANGUAGE_GERMAN )
{
PRECACHE_UNMODIFIED_MODEL( "models/germangibs.mdl" );
}
else
{
PRECACHE_UNMODIFIED_MODEL( "models/hgibs.mdl" );
PRECACHE_UNMODIFIED_MODEL( "models/agibs.mdl" );
}
PRECACHE_UNMODIFIED_SOUND ("weapons/ric1.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/ric2.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/ric3.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/ric4.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/ric5.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/ric_conc-1.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/ric_conc-2.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/ric_metal-1.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/ric_metal-2.wav");
// Precache alien ricochet sounds
PRECACHE_UNMODIFIED_SOUND ("weapons/a_ric1.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/a_ric2.wav");
PRECACHE_UNMODIFIED_SOUND ("weapons/a_ric3.wav");
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
// 0 normal
LIGHT_STYLE(0, "m");
// 1 FLICKER (first variety)
LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
LIGHT_STYLE(4, "mamamamamama");
// 5 GENTLE PULSE 1
LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER (second variety)
LIGHT_STYLE(6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety)
LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety)
LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE (fourth variety)
LIGHT_STYLE(9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER
LIGHT_STYLE(10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// 12 UNDERWATER LIGHT MUTATION
// this light only distorts the lightmap - no contribution
// is made to the brightness of affected surfaces
LIGHT_STYLE(12, "mmnnmmnnnmmnn");
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
LIGHT_STYLE(63, "a");
for ( int i = 0; i < ARRAYSIZE(gDecals); i++ )
gDecals[i].index = DECAL_INDEX( gDecals[i].name );
// init the WorldGraph.
WorldGraph.InitGraph();
// make sure the .NOD file is newer than the .BSP file.
if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) )
{// NOD file is not present, or is older than the BSP file.
WorldGraph.AllocNodes ();
}
else
{// Load the node graph for this level
if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) )
{// couldn't load, so alloc and prepare to build a graph.
ALERT ( at_console, "*Error opening .NOD file\n" );
WorldGraph.AllocNodes ();
}
else
{
ALERT ( at_console, "\n*Graph Loaded!\n" );
}
}
if ( pev->speed > 0 )
CVAR_SET_FLOAT( "sv_zmax", pev->speed );
else
CVAR_SET_FLOAT( "sv_zmax", 4096 );
if ( pev->netname )
{
ALERT( at_aiconsole, "Chapter title: %s\n", STRING(pev->netname) );
CBaseEntity *pEntity = CBaseEntity::Create( "env_message", g_vecZero, g_vecZero, NULL );
if ( pEntity )
{
pEntity->SetThink( &CBaseEntity::SUB_CallUseToggle );
pEntity->pev->message = pev->netname;
pev->netname = 0;
pEntity->pev->nextthink = gpGlobals->time + 0.3;
pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
}
}
if ( pev->spawnflags & SF_WORLD_DARK )
CVAR_SET_FLOAT( "v_dark", 1.0 );
else
CVAR_SET_FLOAT( "v_dark", 0.0 );
if ( pev->spawnflags & SF_WORLD_TITLE )
gDisplayTitle = TRUE; // display the game title if this key is set
else
gDisplayTitle = FALSE;
if ( pev->spawnflags & SF_WORLD_FORCETEAM )
{
CVAR_SET_FLOAT( "mp_defaultteam", 1 );
}
else
{
CVAR_SET_FLOAT( "mp_defaultteam", 0 );
}
}
//
// Just to ignore the "wad" field.
//
void CWorld :: KeyValue( KeyValueData *pkvd )
{
if ( FStrEq(pkvd->szKeyName, "skyname") )
{
// Sent over net now.
CVAR_SET_STRING( "sv_skyname", pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "sounds") )
{
gpGlobals->cdAudioTrack = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "WaveHeight") )
{
// Sent over net now.
pev->scale = atof(pkvd->szValue) * (1.0/8.0);
pkvd->fHandled = TRUE;
CVAR_SET_FLOAT( "sv_wateramp", pev->scale );
}
else if ( FStrEq(pkvd->szKeyName, "MaxRange") )
{
pev->speed = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "chaptertitle") )
{
pev->netname = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "startdark") )
{
// UNDONE: This is a gross hack!!! The CVAR is NOT sent over the client/sever link
// but it will work for single player
int flag = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
if ( flag )
pev->spawnflags |= SF_WORLD_DARK;
}
else if ( FStrEq(pkvd->szKeyName, "newunit") )
{
// Single player only. Clear save directory if set
if ( atoi(pkvd->szValue) )
CVAR_SET_FLOAT( "sv_newunit", 1 );
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "gametitle") )
{
if ( atoi(pkvd->szValue) )
pev->spawnflags |= SF_WORLD_TITLE;
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "mapteams") )
{
pev->team = ALLOC_STRING( pkvd->szValue );
pkvd->fHandled = TRUE;
}
else if ( FStrEq(pkvd->szKeyName, "defaultteam") )
{
if ( atoi(pkvd->szValue) )
{
pev->spawnflags |= SF_WORLD_FORCETEAM;
}
pkvd->fHandled = TRUE;
}
else
CBaseEntity::KeyValue( pkvd );
}