nuclide/Source/gs-entbase/client/baseentity.cpp
Marco Hladik 9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00

77 lines
1.3 KiB
C++

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
string __fullspawndata;
class CBaseEntity
{
string targetname;
string target;
void() CBaseEntity;
virtual void() Init;
virtual void() Initialized;
virtual void(string, string) SpawnKey;
};
void CBaseEntity::SpawnKey(string strField, string strKey)
{
switch (strField) {
case "targetname":
targetname = strKey;
break;
case "target":
target = strKey;
break;
case "origin":
origin = stov(strKey);
setorigin(this, origin);
break;
case "angles":
angles = stov(strKey);
break;
case "model":
model = strKey;
break;
case "style":
style = stof(strKey);
break;
case "color":
color = stov(strKey);
break;
case "movetype":
movetype = stof(strKey);
break;
case "solid":
solid = stof(strKey);
break;
case "scale":
scale = stof(strKey);
break;
default:
//dprint(sprintf("Unknown field %s, value %s\n", strField, strKey));
}
}
void CBaseEntity::Init(void)
{
for (int i = 0; i < (tokenize(__fullspawndata) - 1); i += 2) {
//dprint(sprintf("SpawnData: %s %s\n", argv(i), argv(i+1)));
SpawnKey(argv(i), argv(i+1));
}
Initialized();
}
void CBaseEntity::Initialized(void)
{
}
void CBaseEntity::CBaseEntity(void)
{
}