Exemplo n.º 1
0
//
// 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;
}
Exemplo n.º 2
0
//
// 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;
}