valve/src/server/world_items.qc

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