Added item_suit and item_longjump... they do not do anything interesting yet. Decals: Added glass break decals upon impact Damage: Brush-entity radius damage should to work better now Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
33 lines
692 B
C++
33 lines
692 B
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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/* We only want to load this because we're in desperate need for the skyname
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* variable. Some maps like crossfire do not supply one because GS assumes
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* the default is 'desert'... so once this is done we'll kill it. */
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class worldspawn:CBaseEntity
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{
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virtual void(string, string) SpawnKey;
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virtual void() Initialized;
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};
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void worldspawn::Initialized(void)
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{
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remove(this);
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}
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void worldspawn::SpawnKey(string strField, string strKey)
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{
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switch (strField) {
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case "skyname":
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Sky_Set(strKey);
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break;
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default:
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break;
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}
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}
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