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https://github.com/nillerusr/source-engine.git
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681 lines
18 KiB
C++
681 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements a class that encapsulates much of the functionality
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// of entities. CMapWorld and CMapEntity are both derived from this
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// class.
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//
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// CEditGameClass-derived objects have the following properties:
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//
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// Key/value pairs - A list of string pairs that hold data properties
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// of the object. Each property has a unique name.
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//
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// Connections - A list of outputs in this object that are connected to
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// inputs in another entity.
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//
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//=============================================================================//
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#include "stdafx.h"
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#include "ChunkFile.h"
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#include "fgdlib/GameData.h"
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#include "GameConfig.h"
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#include "EditGameClass.h"
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#include "MapEntity.h"
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#include "mathlib/Mathlib.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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//
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// An empty string returned by GetComments when we have no comments set.
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//
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char *CEditGameClass::g_pszEmpty = "";
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//-----------------------------------------------------------------------------
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// Purpose: Constructor. Initializes data members.
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//-----------------------------------------------------------------------------
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CEditGameClass::CEditGameClass(void)
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{
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m_pClass = NULL;
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m_szClass[0] = '\0';
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m_pszComments = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor. Frees memory.
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//-----------------------------------------------------------------------------
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CEditGameClass::~CEditGameClass(void)
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{
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delete m_pszComments;
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Connections_RemoveAll();
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Upstream_RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pConnection -
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//-----------------------------------------------------------------------------
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void CEditGameClass::Connections_Add(CEntityConnection *pConnection)
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{
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#if defined(_DEBUG) && 0
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LPCTSTR pszTargetName = GetKeyValue("targetname");
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if ( pszTargetName && !strcmp(pszTargetName, "zapperpod7_rotator") )
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{
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// Set breakpoint here for debugging this entity's visiblity
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int foo = 0;
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}
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#endif
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if ( m_Connections.Find(pConnection) == -1 )
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m_Connections.AddToTail(pConnection);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pConnection -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CEditGameClass::Connections_Remove(CEntityConnection *pConnection)
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{
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int nIndex = m_Connections.Find(pConnection);
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if (nIndex != -1)
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{
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m_Connections.Remove(nIndex);
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return(true);
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}
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return(false);
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}
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//-----------------------------------------------------------------------------
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// NOTE: unlike Connections_Remove, this actually frees each connection!!
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//-----------------------------------------------------------------------------
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void CEditGameClass::Connections_RemoveAll()
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{
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//
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// Remove all our connections from their targets' upstream lists.
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//
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int nConnectionsCount = m_Connections.Count();
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for (int nConnection = 0; nConnection < nConnectionsCount; nConnection++)
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{
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CEntityConnection *pConnection = m_Connections.Element( nConnection );
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#if defined( ENTITY_MAINTAIN_UPSTREAM_LISTS )
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CMapEntityList *pTargetList = pConnection->GetTargetEntityList();
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if ( pTargetList )
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{
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FOR_EACH_OBJ( *pTargetList, pos )
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{
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CMapEntity *pEntity = pTargetList->Element( pos );
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pEntity->Upstream_Remove( pConnection );
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}
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}
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#endif
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delete pConnection;
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}
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m_Connections.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditGameClass::Connections_FixBad(bool bRelink)
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{
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int nConnectionsCount = m_Connections.Count();
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for (int nConnections = 0; nConnections < nConnectionsCount; nConnections++)
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{
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CEntityConnection *pConnection = m_Connections.Element(nConnections);
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CMapEntityList *pTargetEntities = pConnection->GetTargetEntityList();
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int nEntityCount = pTargetEntities->Count();
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for ( int nEntities = 0; nEntities < nEntityCount; nEntities++ )
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{
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CMapEntity *pEntity = pTargetEntities->Element(nEntities);
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pEntity->Upstream_Remove( pConnection );
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}
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if ( bRelink )
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pConnection->LinkTargetEntities();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pConnection -
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//-----------------------------------------------------------------------------
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void CEditGameClass::Upstream_Add(CEntityConnection *pConnection)
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{
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#if defined(_DEBUG) && 0
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LPCTSTR pszTargetName = GetKeyValue("targetname");
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if ( pszTargetName && !strcmp(pszTargetName, "zapperpod7_rotator") )
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{
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// Set breakpoint here for debugging this entity's visiblity
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int foo = 0;
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}
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#endif
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#if defined( ENTITY_MAINTAIN_UPSTREAM_LISTS )
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if ( m_Upstream.Find(pConnection) == -1 )
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m_Upstream.AddToTail(pConnection);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pConnection -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CEditGameClass::Upstream_Remove(CEntityConnection *pConnection)
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{
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int nIndex = m_Upstream.Find(pConnection);
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if (nIndex != -1)
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{
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m_Upstream.Remove(nIndex);
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return(true);
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}
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return(false);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditGameClass::Upstream_RemoveAll(void)
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{
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#if defined( ENTITY_MAINTAIN_UPSTREAM_LISTS )
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//
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// Remove all our connections from their targets' upstream lists.
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//
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int nUpstreamCount = m_Upstream.Count();
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for (int nConnection = 0; nConnection < nUpstreamCount; nConnection++)
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{
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CEntityConnection *pConnection = m_Upstream.Element( nConnection );
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CMapEntityList *pSourceList = pConnection->GetSourceEntityList();
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if ( pSourceList )
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{
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FOR_EACH_OBJ( *pSourceList, pos )
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{
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CMapEntity *pEntity = pSourceList->Element( pos );
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pEntity->Connection_Remove( pConnection );
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}
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}
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}
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#endif
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m_Upstream.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEditGameClass::Upstream_FixBad()
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{
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#if defined(_DEBUG) && 0
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LPCTSTR pszTargetName = GetKeyValue("targetname");
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if ( pszTargetName && !strcmp(pszTargetName, "cave_guard_seq1") )
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{
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// Set breakpoint here for debugging this entity
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int foo = 0;
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}
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#endif
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int nUpstreamCount = m_Upstream.Count();
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for (int nUpstream = 0; nUpstream < nUpstreamCount; nUpstream++)
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{
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CEntityConnection *pUpstream = m_Upstream.Element(nUpstream);
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pUpstream->LinkTargetEntities();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pszClass -
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// bLoading -
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//-----------------------------------------------------------------------------
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void CEditGameClass::SetClass(LPCTSTR pszClass, bool bLoading)
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{
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extern GameData *pGD;
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strcpy(m_szClass, pszClass);
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StripEdgeWhiteSpace(m_szClass);
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if (pGD)
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{
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m_pClass = pGD->ClassForName(m_szClass);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Copies the data from a given CEditGameClass object into this one.
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// Input : pFrom - Object to copy.
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// Output : Returns a pointer to this.
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//-----------------------------------------------------------------------------
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CEditGameClass *CEditGameClass::CopyFrom(CEditGameClass *pFrom)
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{
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m_pClass = pFrom->m_pClass;
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strcpy( m_szClass, pFrom->m_szClass );
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//
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// Copy all the keys.
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//
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m_KeyValues.RemoveAll();
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for ( int i=pFrom->GetFirstKeyValue(); i != pFrom->GetInvalidKeyValue(); i=pFrom->GetNextKeyValue( i ) )
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{
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m_KeyValues.SetValue(pFrom->GetKey(i), pFrom->GetKeyValue(i));
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}
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//
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// Copy all the connections objects
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//
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Connections_RemoveAll();
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int nConnCount = pFrom->Connections_GetCount();
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for (int i = 0; i < nConnCount; i++)
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{
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CEntityConnection *pConn = pFrom->Connections_Get(i);
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CEntityConnection *pNewConn = new CEntityConnection( *pConn );
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Connections_Add(pNewConn);
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}
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//
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// Copy the comments.
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//
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SetComments(pFrom->GetComments());
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return(this);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Applies the default keys for this object's game class. Called when
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// the entity's class is changed.
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//-----------------------------------------------------------------------------
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void CEditGameClass::GetDefaultKeys( void )
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{
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if ( m_pClass != NULL )
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{
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//
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// For each variable from the base class...
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//
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int nVariableCount = m_pClass->GetVariableCount();
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for ( int i = 0; i < nVariableCount; i++ )
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{
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GDinputvariable *pVar = m_pClass->GetVariableAt(i);
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Assert(pVar != NULL);
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if (pVar != NULL)
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{
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int iIndex;
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LPCTSTR p = m_KeyValues.GetValue(pVar->GetName(), &iIndex);
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//
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// If the variable is not present in this object, set the default value.
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//
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if (p == NULL)
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{
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MDkeyvalue tmpkv;
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pVar->ResetDefaults();
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pVar->ToKeyValue(&tmpkv);
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//
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// Only set the key value if it is non-zero.
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//
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if ((tmpkv.szKey[0] != 0) && (tmpkv.szValue[0] != 0) && (stricmp(tmpkv.szValue, "0")))
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{
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SetKeyValue(tmpkv.szKey, tmpkv.szValue);
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}
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns this object's angles as a vector of the form:
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// [0] PITCH [1] YAW [2] ROLL
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//-----------------------------------------------------------------------------
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void CEditGameClass::GetAngles(QAngle &vecAngles)
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{
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vecAngles = vec3_angle;
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const char *pszAngles = GetKeyValue("angles");
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if (pszAngles != NULL)
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{
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sscanf(pszAngles, "%f %f %f", &vecAngles[PITCH], &vecAngles[YAW], &vecAngles[ROLL]);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets a new yaw, overriding any existing angles. Uses special values
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// for yaw to indicate pointing straight up or straight down.
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//
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// This method of representing orientation is obsolete; this code is
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// only for importing old RMF or MAP files.
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//
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// Input : a - Value for angle.
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//-----------------------------------------------------------------------------
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void CEditGameClass::ImportAngle(int nAngle)
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{
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QAngle vecAngles;
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vecAngles.Init();
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if (nAngle == -1) // UP
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{
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vecAngles[PITCH] = -90;
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}
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else if (nAngle == -2) // DOWN
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{
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vecAngles[PITCH] = 90;
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}
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else
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{
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vecAngles[YAW] = nAngle;
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}
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SetAngles(vecAngles);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets this object's angles as a vector of the form:
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// [0] PITCH [1] YAW [2] ROLL
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//-----------------------------------------------------------------------------
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void CEditGameClass::SetAngles(const QAngle &vecAngles)
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{
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char szAngles[80];
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sprintf(szAngles, "%g %g %g", (double)vecAngles[PITCH], (double)vecAngles[YAW], (double)vecAngles[ROLL]);
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SetKeyValue("angles", szAngles);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pFile -
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// Output : ChunkFileResult_t
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//-----------------------------------------------------------------------------
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ChunkFileResult_t CEditGameClass::SaveVMF(CChunkFile *pFile, CSaveInfo *pSaveInfo)
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{
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ChunkFileResult_t eResult = pFile->WriteKeyValue("classname", m_szClass);
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if (eResult != ChunkFile_Ok)
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{
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return(eResult);
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}
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//
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// Determine whether we have a game data class. This will help us decide which keys
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// to write.
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//
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GDclass *pGameDataClass = NULL;
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if (pGD != NULL)
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{
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pGameDataClass = pGD->ClassForName(m_szClass);
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}
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//
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// Consider all the keyvalues in this object for serialization.
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//
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for ( int z=m_KeyValues.GetFirst(); z != m_KeyValues.GetInvalidIndex(); z=m_KeyValues.GetNext( z ) )
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{
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MDkeyvalue &KeyValue = m_KeyValues.GetKeyValue(z);
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//
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// Don't write keys that were already written above.
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//
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bool bAlreadyWritten = false;
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if (!stricmp(KeyValue.szKey, "classname"))
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{
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bAlreadyWritten = true;
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}
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//
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// If the variable wasn't already written above.
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//
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if (!bAlreadyWritten)
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{
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//
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// Write it to the MAP file.
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//
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eResult = pFile->WriteKeyValue(KeyValue.szKey, KeyValue.szValue);
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if (eResult != ChunkFile_Ok)
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{
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return(eResult);
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}
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}
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}
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//
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// If we have a game data class, for each keyvalue in the class definition, write out all keys
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// that are not present in the object and whose defaults are nonzero in the class definition.
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//
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if (pGameDataClass != NULL)
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{
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//
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// For each variable from the base class...
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//
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int nVariableCount = pGameDataClass->GetVariableCount();
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for (int i = 0; i < nVariableCount; i++)
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{
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GDinputvariable *pVar = pGameDataClass->GetVariableAt(i);
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Assert(pVar != NULL);
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if (pVar != NULL)
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{
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int iIndex;
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LPCTSTR p = m_KeyValues.GetValue(pVar->GetName(), &iIndex);
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//
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// If the variable is not present in this object, write out the default value.
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//
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if (p == NULL)
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{
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MDkeyvalue TempKey;
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pVar->ResetDefaults();
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pVar->ToKeyValue(&TempKey);
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//
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// Only write the key value if it is non-zero.
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//
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if ((TempKey.szKey[0] != 0) && (TempKey.szValue[0] != 0) && (stricmp(TempKey.szValue, "0")))
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{
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eResult = pFile->WriteKeyValue(TempKey.szKey, TempKey.szValue);
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if (eResult != ChunkFile_Ok)
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{
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return(eResult);
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}
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}
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}
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}
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}
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}
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//
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// Save all the connections.
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//
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if ((eResult == ChunkFile_Ok) && (Connections_GetCount() > 0))
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{
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eResult = pFile->BeginChunk("connections");
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if (eResult == ChunkFile_Ok)
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{
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int nConnCount = Connections_GetCount();
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for (int i = 0; i < nConnCount; i++)
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{
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CEntityConnection *pConnection = Connections_Get(i);
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if (pConnection != NULL)
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{
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char szTemp[512];
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sprintf(szTemp, "%s,%s,%s,%g,%d", pConnection->GetTargetName(), pConnection->GetInputName(), pConnection->GetParam(), pConnection->GetDelay(), pConnection->GetTimesToFire());
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eResult = pFile->WriteKeyValue(pConnection->GetOutputName(), szTemp);
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if (eResult != ChunkFile_Ok)
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{
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return(eResult);
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}
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}
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}
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eResult = pFile->EndChunk();
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}
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}
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return(eResult);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Builds a connection from a keyvalue pair.
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// Input : szKey - Contains the name of the output.
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// szValue - Contains the target, input, delay, and parameter, comma delimited.
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// pEditGameClass - Entity to receive the connection.
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// Output : Returns ChunkFile_Ok if the data was well-formed, ChunkFile_Fail if not.
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//-----------------------------------------------------------------------------
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ChunkFileResult_t CEditGameClass::LoadKeyCallback(const char *szKey, const char *szValue, CEditGameClass *pEditGameClass)
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{
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CEntityConnection *pConnection = new CEntityConnection;
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// Set the "source" name to be the name of the pEditGameClass' targetname
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pConnection->SetSourceName( pEditGameClass->GetKeyValue("targetname") ); // Use the classname if no targetname is defined?
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// Set the "output" from the passed in parameter
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pConnection->SetOutputName(szKey);
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char szToken[MAX_PATH];
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//
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// Parse the target name.
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//
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const char *psz = nexttoken(szToken, szValue, ',');
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if (szToken[0] != '\0')
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{
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pConnection->SetTargetName(szToken);
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}
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//
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// Parse the input name.
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//
|
|
psz = nexttoken(szToken, psz, ',');
|
|
if (szToken[0] != '\0')
|
|
{
|
|
pConnection->SetInputName(szToken);
|
|
}
|
|
|
|
//
|
|
// Parse the parameter override.
|
|
//
|
|
psz = nexttoken(szToken, psz, ',');
|
|
if (szToken[0] != '\0')
|
|
{
|
|
pConnection->SetParam(szToken);
|
|
}
|
|
|
|
//
|
|
// Parse the delay.
|
|
//
|
|
psz = nexttoken(szToken, psz, ',');
|
|
if (szToken[0] != '\0')
|
|
{
|
|
pConnection->SetDelay((float)atof(szToken));
|
|
}
|
|
|
|
//
|
|
// Parse the number of times to fire the output.
|
|
//
|
|
nexttoken(szToken, psz, ',');
|
|
if (szToken[0] != '\0')
|
|
{
|
|
pConnection->SetTimesToFire(atoi(szToken));
|
|
}
|
|
|
|
pEditGameClass->Connections_Add(pConnection); // Does this belong here or SetSourceName or LinkSourceEntities??
|
|
|
|
return(ChunkFile_Ok);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pFile -
|
|
// *pEntity -
|
|
// Output : ChunkFileResult_t
|
|
//-----------------------------------------------------------------------------
|
|
ChunkFileResult_t CEditGameClass::LoadConnectionsCallback(CChunkFile *pFile, CEditGameClass *pEditGameClass)
|
|
{
|
|
return(pFile->ReadChunk((KeyHandler_t)LoadKeyCallback, pEditGameClass));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns all the spawnflags.
|
|
//-----------------------------------------------------------------------------
|
|
unsigned long CEditGameClass::GetSpawnFlags(void)
|
|
{
|
|
LPCTSTR pszVal = GetKeyValue("spawnflags");
|
|
if (pszVal == NULL)
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
unsigned long val = 0;
|
|
sscanf( pszVal, "%lu", &val );
|
|
return val;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if a given spawnflag (or flags) is set, false if not.
|
|
//-----------------------------------------------------------------------------
|
|
bool CEditGameClass::GetSpawnFlag(unsigned long nFlags)
|
|
{
|
|
unsigned long nSpawnFlags = GetSpawnFlags();
|
|
return((nSpawnFlags & nFlags) != 0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the given spawnflag (or flags) to the given state.
|
|
// Input : nFlag - Flag values to set or clear (ie 1, 2, 4, 8, 16, etc.)
|
|
// bSet - True to set the flags, false to clear them.
|
|
//-----------------------------------------------------------------------------
|
|
void CEditGameClass::SetSpawnFlag(unsigned long nFlags, bool bSet)
|
|
{
|
|
unsigned long nSpawnFlags = GetSpawnFlags();
|
|
|
|
if (bSet)
|
|
{
|
|
nSpawnFlags |= nFlags;
|
|
}
|
|
else
|
|
{
|
|
nSpawnFlags &= ~nFlags;
|
|
}
|
|
|
|
SetSpawnFlags(nSpawnFlags);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets all the spawnflags at once.
|
|
// Input : nSpawnFlags - New value for spawnflags.
|
|
//-----------------------------------------------------------------------------
|
|
void CEditGameClass::SetSpawnFlags(unsigned long nSpawnFlags)
|
|
{
|
|
char szValue[80];
|
|
V_snprintf( szValue, sizeof( szValue ), "%lu", nSpawnFlags );
|
|
SetKeyValue("spawnflags", nSpawnFlags);
|
|
}
|