44 lines
1.3 KiB
Plaintext
44 lines
1.3 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* This is one of those leftovers from trying to get a game out in time */
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class world_items:CBaseTrigger
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{
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void(void) world_items;
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};
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void world_items::world_items(void)
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{
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int nfields = tokenize(__fullspawndata);
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for (int i = 1; i < (nfields - 1); i += 2) {
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switch (argv(i)) {
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case "type":
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float type = stof(argv(i+1));
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switch (type) {
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case 44:
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spawnfunc_item_battery();
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break;
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case 45:
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spawnfunc_item_suit();
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break;
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default:
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}
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default:
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break;
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}
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}
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}
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