nuclide/Source/gs-entbase/client/worldspawn.cpp
Marco Hladik 75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
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?
2019-03-14 20:13:02 +01:00

33 lines
692 B
C++

/***
*
* 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;
}
}