// // Just to ignore the "wad" field. // bool CWorld::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq(szKeyName, "skyname") ) { // Sent over net now. ConVarRef skyname( "sv_skyname" ); skyname.SetValue( szValue ); } else if ( FStrEq(szKeyName, "newunit") ) { // Single player only. Clear save directory if set if ( atoi(szValue) ) { extern void Game_SetOneWayTransition(); Game_SetOneWayTransition(); } } else if ( FStrEq(szKeyName, "world_mins") ) { Vector vec; sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z ); m_WorldMins = vec; } else if ( FStrEq(szKeyName, "world_maxs") ) { Vector vec; sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z ); m_WorldMaxs = vec; } else return BaseClass::KeyValue( szKeyName, szValue ); return true; }
// // Just to ignore the "wad" field. // bool CWorld::KeyValue( const char *szKeyName, const char *szValue ) { if ( FStrEq(szKeyName, "skyname") ) { // Sent over net now. ConVar *skyname = ( ConVar * )cvar->FindVar( "sv_skyname" ); if ( skyname ) { skyname->SetValue( szValue ); } } else if ( FStrEq(szKeyName, "sounds") ) { gpGlobals->cdAudioTrack = atoi(szValue); } else if ( FStrEq(szKeyName, "WaveHeight") ) { // Sent over net now. m_flWaveHeight = atof(szValue) * (1.0/8.0); ConVar *wateramp = ( ConVar * )cvar->FindVar( "sv_wateramp" ); if ( wateramp ) { wateramp->SetValue( m_flWaveHeight ); } } else if ( FStrEq(szKeyName, "newunit") ) { // Single player only. Clear save directory if set if ( atoi(szValue) ) { extern void Game_SetOneWayTransition(); Game_SetOneWayTransition(); } } else if ( FStrEq(szKeyName, "world_mins") ) { Vector vec; sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z ); m_WorldMins = vec; } else if ( FStrEq(szKeyName, "world_maxs") ) { Vector vec; sscanf( szValue, "%f %f %f", &vec.x, &vec.y, &vec.z ); m_WorldMaxs = vec; } else return BaseClass::KeyValue( szKeyName, szValue ); return true; }