/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ /* We only want to load this because we're in desperate need for the skyname * variable. Some maps like crossfire do not supply one because GS assumes * the default is 'desert'... so once this is done we'll kill it. */ class worldspawn:CBaseEntity { virtual void(string, string) SpawnKey; virtual void() Initialized; }; void worldspawn::Initialized(void) { remove(this); } void worldspawn::SpawnKey(string strField, string strKey) { switch (strField) { case "skyname": Sky_Set(strKey); break; default: break; } }