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