bool MSystemTime::Parse(const TCHAR *s, const TCHAR **endptr/* = NULL*/) { MDate d; MTime t; if (endptr) *endptr = NULL; if (d.Parse(s, &s)) { while (*s && !MzcIsCharDigit(*s)) s++; if (t.Parse(s, &s)) { SetDate(d); SetTimeOfDay(t); if (endptr) *endptr = s; } else { SetDate(d); ClearTimeOfDay(); if (endptr) *endptr = s; } return true; } return false; }
// // 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 if ( FStrEq(szKeyName, "timeofday" ) ) { SetTimeOfDay( atoi( szValue ) ); } else return BaseClass::KeyValue( szKeyName, szValue ); return true; }