//============= Copyright © StargateTC Source Team ============================= // // One-file stubs for the remaining preserved entities. Each just registers its // classname against CBaseEntity so the engine accepts maps that reference them // (otherwise vbsp/spawn would log "Spawnfunction for not found"). // // Replace these one by one as gameplay is ported — copy a stub out into its // own file and flesh it out following the dhd_console.cpp / sg_event.cpp // pattern. // //============================================================================== #include "cbase.h" #define STUB_ENTITY(classname) \ class C##classname : public CBaseAnimating \ { \ public: \ DECLARE_CLASS( C##classname, CBaseAnimating ); \ void Spawn() override \ { \ BaseClass::Spawn(); \ SetSolid( SOLID_VPHYSICS ); \ SetMoveType( MOVETYPE_NONE ); \ Msg( "[StargateTC] inert stub spawned: " #classname "\n" ); \ } \ }; \ LINK_ENTITY_TO_CLASS( classname, C##classname ) STUB_ENTITY( stargate_dialer ); STUB_ENTITY( goauld_sarcophagus ); STUB_ENTITY( zat_pickup ); STUB_ENTITY( staff_pickup ); STUB_ENTITY( naqahdah_pickup ); // Weapons — eventually derive from CBaseHL2MPCombatWeapon. For now an inert // pickup so maps spawn-clean. STUB_ENTITY( zat_gun ); STUB_ENTITY( staff_gun );