nuclide/src/gs-entbase/shared/baseentity.qc

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/*
* Copyright (c) 2016-2021 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.
*/
#ifdef CLIENT
var int autocvar_cl_showtriggers = FALSE;
var int autocvar_rm_unlit_additive = TRUE;
var int autocvar_rm_unlit_texture = TRUE;
string __fullspawndata;
string Sentences_GetSamples(string);
string Sentences_ProcessSample(string);
void
CBaseEntity::RendererRestarted(void)
{
};
#ifdef GS_RENDERFX
void
CBaseEntity::RenderFXPass(void)
{
vector vecPlayer;
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
vecPlayer = pSeat->m_vecPredictedOrigin;
colormod = m_vecRenderColor;
alpha = m_flRenderAmt;
switch (m_iRenderMode) {
case RM_NORMAL:
colormod = [1,1,1];
alpha = 1.0f;
break;
case RM_COLOR:
break;
case RM_TEXTURE:
if (autocvar_rm_unlit_texture == 0) {
drawflags = 0;
abslight = 0;
} else {
drawflags = 7;
abslight = 128;
}
break;
case RM_GLOW:
if (checkpvs(vecPlayer, this) == FALSE)
alpha -= clframetime;
other = world;
traceline(this.origin, vecPlayer, MOVE_OTHERONLY, this);
/* If we can't trace against the player, or are two close, fade out */
if (trace_fraction < 1.0f || vlen(origin - vecPlayer) < 128)
alpha -= clframetime;
else
alpha += clframetime;
/* max alpha will be applied here to the color instead */
colormod *= m_flRenderAmt;
alpha = bound(0.0f, alpha, 1.0f);
effects = EF_ADDITIVE | EF_FULLBRIGHT;
/* Scale the glow somewhat with the players distance */
if (alpha > 0.0f)
scale = bound(1, vlen(vecPlayer - origin) / 256, 4);
break;
case RM_SOLID:
colormod = [1,1,1];
alpha = 1.0f;
break;
case RM_ADDITIVE:
effects = EF_ADDITIVE;
if (autocvar_rm_unlit_additive == 0) {
drawflags = 0;
abslight = 0;
} else {
drawflags = 7;
abslight = 128;
}
break;
case RM_FULLBRIGHT:
alpha = 1.0f;
drawflags = 7;
abslight = 128;
break;
case RM_TRIGGER:
if (autocvar_cl_showtriggers) {
effects = EF_FULLBRIGHT;
alpha = 0.75f;
colormod = [1,0,0];
} else {
alpha = 0.0f;
}
break;
}
/* messy hologram imitation */
if (m_iRenderFX == RFX_HOLOGRAM) {
float dist;
float r;
r = random() * 0.5f;
makevectors(angles);
if (cltime & 1) {
v_right *= 0.75 + r;
renderflags |= RF_USEAXIS;
} else if (cltime & 2) {
v_up *= 1.0 - (random() * 0.2f);
renderflags |= RF_USEAXIS;
}
dist = vlen(vecPlayer - origin);
if (dist < 256) {
float distalpha = dist / 256;
alpha = 1.0 - distalpha;
alpha -= r;
alpha *= m_flRenderAmt;
} else {
alpha = 0.00001f;
}
colormod *= 0.5;
effects = EF_ADDITIVE;
drawflags = 7;
abslight = 128;
}
}
#endif
void
CBaseEntity::MakeStatic(void)
{
/* give renderFX the opportunity to write into renderable
* fields at least once before forever pulling it out the cgame */
#ifdef GS_RENDERFX
if (m_iRenderMode > RM_FULLBRIGHT)
return;
RenderFXPass();
#endif
/* static ents = no collision, so let's make a copy for visibility */
if (alpha > 0.0)
makestatic(copyentity(this));
/* now *this* is only used for csqc collision */
drawmask = 0;
}
var int autocvar_r_showSkeleton = 0;
float
CBaseEntity::predraw(void)
{
if (!modelindex) {
return (PREDRAW_NEXT);
}
#ifdef GS_RENDERFX
RenderFXPass();
#endif
if (autocvar_r_showSkeleton == 1) {
for (int i = 1; i < 64; i++) {
vector v1 = gettaginfo(this, i);
if (v1 != this.origin) {
makevectors(input_angles);
R_BeginPolygon("textures/dev/model_bone", 0, 0);
R_PolygonVertex(v1 + v_right * 1 - v_up * 1, [1,1], [1,1,1], 1.0f);
R_PolygonVertex(v1 - v_right * 1 - v_up * 1, [0,1], [1,1,1], 1.0f);
R_PolygonVertex(v1 - v_right * 1 + v_up * 1, [0,0], [1,1,1], 1.0f);
R_PolygonVertex(v1 + v_right * 1 + v_up * 1, [1,0], [1,1,1], 1.0f);
R_EndPolygon();
alpha = 0.25f;
}
}
}
/* mouth flapping action */
bonecontrol5 = getchannellevel(this, CHAN_VOICE) * 20;
m_flBaseTime = frame1time;
if (serverkeyfloat(SERVERKEY_PAUSESTATE) != 1)
frame1time += frametime;
ProcessWordQue();
processmodelevents(modelindex, frame, m_flBaseTime,
frame1time, ClientGame_ModelEvent);
if (alpha > 0.0)
addentity(this);
return (PREDRAW_NEXT);
}
void
CBaseEntity::SentenceSample(string sample)
{
sound(this, CHAN_VOICE, sample, 1.0, ATTN_NORM, 100, SOUNDFLAG_FOLLOW);
}
void
CBaseEntity::ProcessWordQue(void)
{
if (time < 1 || !m_iSentenceCount) {
return;
}
if (m_flSentenceTime > time) {
return;
}
SentenceSample(m_pSentenceQue[m_iSentencePos].m_strSnd);
dprint(sprintf("^2CBaseEntity::^3ProcessWordQue^7: Speaking %s\n", m_pSentenceQue[m_iSentencePos].m_strSnd));
m_iSentencePos++;
if (m_iSentencePos == m_iSentenceCount) {
memfree(m_pSentenceQue);
m_iSentenceCount = 0;
m_iSentencePos = 0;
m_pSentenceQue = 0;
} else {
m_flSentenceTime = time + m_pSentenceQue[m_iSentencePos - 1].m_flLength;
}
}
/* we'll pass it a sentences.txt word (e.g. !BA_TEST) and start queing it */
void
CBaseEntity::Sentence(string msg)
{
/* not defined */
if (msg == "") {
return;
}
if (m_iSentenceCount) {
memfree(m_pSentenceQue);
m_iSentenceCount = 0;
m_pSentenceQue = 0;
m_iSentencePos = 0;
}
m_iSentenceCount = tokenize(Sentences_GetSamples(msg));
m_pSentenceQue = memalloc(sizeof(sound_t) * m_iSentenceCount);
/* first we have to get the info out of the token */
for (int i = 0; i < m_iSentenceCount; i++) {
m_pSentenceQue[i].m_strSnd = sprintf("%s.wav", argv(i));
}
/* process more info, we'll need to override argv() here */
for (int i = 0; i < m_iSentenceCount; i++) {
m_pSentenceQue[i].m_strSnd = Sentences_ProcessSample(m_pSentenceQue[i].m_strSnd);
m_pSentenceQue[i].m_flLength = soundlength(m_pSentenceQue[i].m_strSnd);
m_pSentenceQue[i].m_flPitch = 100;
}
m_flSentenceTime = time;
}
void
CBaseEntity::ReceiveEntity(float flChanged)
{
if (flChanged & BASEFL_CHANGED_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
origin[2] = readcoord();
}
if (flChanged & BASEFL_CHANGED_ANGLES) {
angles[0] = readshort() / (32767 / 360);
angles[1] = readshort() / (32767 / 360);
angles[2] = readshort() / (32767 / 360);
}
if (flChanged & BASEFL_CHANGED_MODELINDEX) {
setmodelindex(this, readshort());
}
if (flChanged & BASEFL_CHANGED_SOLID) {
solid = readbyte();
}
if (flChanged & BASEFL_CHANGED_MOVETYPE) {
movetype = readbyte();
if (movetype == MOVETYPE_PHYSICS) {
movetype = MOVETYPE_NONE;
}
}
if (flChanged & BASEFL_CHANGED_SIZE) {
mins[0] = readcoord();
mins[1] = readcoord();
mins[2] = readcoord();
maxs[0] = readcoord();
maxs[1] = readcoord();
maxs[2] = readcoord();
setsize(this, mins, maxs);
}
if (flChanged & BASEFL_CHANGED_FRAME) {
frame1time = 0.0;
frame2time = 0.0f;
frame = readbyte();
}
if (flChanged & BASEFL_CHANGED_SKIN) {
skin = readbyte() - 128;
}
if (flChanged & BASEFL_CHANGED_EFFECTS) {
effects = readfloat();
}
if (flChanged & BASEFL_CHANGED_BODY) {
m_iBody = readbyte();
setcustomskin(this, "", sprintf("geomset 1 %i\n", m_iBody));
}
if (flChanged & BASEFL_CHANGED_SCALE) {
scale = readfloat();
}
if (flChanged & BASEFL_CHANGED_VELOCITY) {
velocity[0] = readfloat();
velocity[1] = readfloat();
velocity[2] = readfloat();
}
#ifdef GS_RENDERFX
if (flChanged & BASEFL_CHANGED_RENDERFX) {
m_iRenderFX = readbyte();
}
if (flChanged & BASEFL_CHANGED_RENDERMODE) {
m_iRenderMode = readbyte();
}
if (flChanged & BASEFL_CHANGED_RENDERCOLOR) {
m_vecRenderColor[0] = readfloat();
m_vecRenderColor[1] = readfloat();
m_vecRenderColor[2] = readfloat();
}
if (flChanged & BASEFL_CHANGED_RENDERAMT) {
m_flRenderAmt = readfloat();
}
#else
if (flChanged & BASEFL_CHANGED_ALPHA) {
alpha = readfloat();
}
#endif
if (modelindex) {
drawmask = MASK_ENGINE;
} else {
drawmask = 0;
}
if (scale == 0.0)
scale = 1.0f;
setorigin(this, origin);
}
void
CBaseEntity::postdraw(void)
{
}
void
CBaseEntity::Init(void)
{
isCSQC = TRUE;
effects |= EF_NOSHADOW;
for (int i = 0; i < (tokenize(__fullspawndata) - 1); i += 2)
SpawnKey(argv(i), argv(i+1));
Initialized();
}
void
CBaseEntity::Initialized(void)
{
}
void
CBaseEntity::CBaseEntity(void)
{
}
/* our EV_SENTENCE event */
void
CBaseEntity_ParseSentence(void)
{
entity ent;
CBaseEntity targ;
string sentence;
float e;
/* parse packets */
e = readentitynum();
sentence = readstring();
ent = findfloat(world, entnum, e);
if (ent) {
targ = (CBaseEntity)ent;
targ.Sentence(sentence);
} else {
print(sprintf("^3CBaseNPC_ParseSentence^7: Entity %d not in PVS\n", e));
}
}
#else
/* Make sure StartFrame calls this */
float
CBaseEntity::SendEntity(entity ePEnt, float fChanged)
{
if (!modelindex)
return (0);
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
return (0);
WriteByte(MSG_ENTITY, ENT_ENTITY);
/* newly popped into the PVS, sadly this is the only hacky way to check
* for this right now. convince the engine maintainer to make this more sensible */
if (fChanged == 0xFFFFFF) {
/* check for defaults. if these are predictable fields, don't even bother
* networking them! you're just wasting bandwidth. */
if (frame == 0)
fChanged &= ~BASEFL_CHANGED_FRAME;
if (skin == 0)
fChanged &= ~BASEFL_CHANGED_SKIN;
if (effects == 0)
fChanged &= ~BASEFL_CHANGED_EFFECTS;
if (m_iBody == 0)
fChanged &= ~BASEFL_CHANGED_BODY;
if (scale == 0.0 || scale == 1.0)
fChanged &= ~BASEFL_CHANGED_SCALE;
if (origin == [0,0,0])
fChanged &= ~BASEFL_CHANGED_ORIGIN;
if (angles == [0,0,0])
fChanged &= ~BASEFL_CHANGED_ANGLES;
if (velocity == [0,0,0])
fChanged &= ~BASEFL_CHANGED_VELOCITY;
if (mins == [0,0,0] && maxs == [0,0,0])
fChanged &= ~BASEFL_CHANGED_SIZE;
if (solid == SOLID_NOT)
fChanged &= ~BASEFL_CHANGED_SOLID;
if (movetype == MOVETYPE_NONE)
fChanged &= ~BASEFL_CHANGED_MOVETYPE;
#ifdef GS_RENDERFX
if (m_iRenderMode == RM_NORMAL)
fChanged &= ~BASEFL_CHANGED_RENDERMODE;
#endif
}
/* don't network triggers unless provoked */
/*if (cvar("developer") == 0 && m_iRenderMode == RM_TRIGGER)
return (0);*/
#ifdef GS_RENDERFX
/* let's not waste networking power on certain render-modes where they would
* not apply anyway. this seems sensible enough. */
if (m_iRenderMode == RM_NORMAL || m_iRenderMode == RM_TRIGGER) {
fChanged &= ~BASEFL_CHANGED_RENDERCOLOR;
fChanged &= ~BASEFL_CHANGED_RENDERAMT;
}
#endif
/* broadcast how much data is expected to be read */
WriteFloat(MSG_ENTITY, fChanged);
/* really trying to get our moneys worth with 23 bits of mantissa */
if (fChanged & BASEFL_CHANGED_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
WriteCoord(MSG_ENTITY, origin[2]);
}
if (fChanged & BASEFL_CHANGED_ANGLES) {
WriteShort(MSG_ENTITY, angles[0] * 32767 / 360);
WriteShort(MSG_ENTITY, angles[1] * 32767 / 360);
WriteShort(MSG_ENTITY, angles[2] * 32767 / 360);
}
if (fChanged & BASEFL_CHANGED_MODELINDEX) {
WriteShort(MSG_ENTITY, modelindex);
}
if (fChanged & BASEFL_CHANGED_SOLID) {
WriteByte(MSG_ENTITY, solid);
}
if (fChanged & BASEFL_CHANGED_MOVETYPE) {
WriteByte(MSG_ENTITY, movetype);
}
if (fChanged & BASEFL_CHANGED_SIZE) {
WriteCoord(MSG_ENTITY, mins[0]);
WriteCoord(MSG_ENTITY, mins[1]);
WriteCoord(MSG_ENTITY, mins[2]);
WriteCoord(MSG_ENTITY, maxs[0]);
WriteCoord(MSG_ENTITY, maxs[1]);
WriteCoord(MSG_ENTITY, maxs[2]);
}
if (fChanged & BASEFL_CHANGED_FRAME) {
WriteByte(MSG_ENTITY, frame);
}
if (fChanged & BASEFL_CHANGED_SKIN) {
WriteByte(MSG_ENTITY, skin + 128);
}
if (fChanged & BASEFL_CHANGED_EFFECTS) {
WriteFloat(MSG_ENTITY, effects);
}
if (fChanged & BASEFL_CHANGED_BODY) {
WriteByte(MSG_ENTITY, m_iBody);
}
if (fChanged & BASEFL_CHANGED_SCALE) {
WriteFloat(MSG_ENTITY, scale);
}
if (fChanged & BASEFL_CHANGED_VELOCITY) {
WriteFloat(MSG_ENTITY, velocity[0]);
WriteFloat(MSG_ENTITY, velocity[1]);
WriteFloat(MSG_ENTITY, velocity[2]);
}
#ifdef GS_RENDERFX
if (fChanged & BASEFL_CHANGED_RENDERFX) {
WriteByte(MSG_ENTITY, m_iRenderFX);
}
if (fChanged & BASEFL_CHANGED_RENDERMODE) {
WriteByte(MSG_ENTITY, m_iRenderMode);
}
if (fChanged & BASEFL_CHANGED_RENDERCOLOR) {
WriteFloat(MSG_ENTITY, m_vecRenderColor[0]);
WriteFloat(MSG_ENTITY, m_vecRenderColor[1]);
WriteFloat(MSG_ENTITY, m_vecRenderColor[2]);
}
if (fChanged & BASEFL_CHANGED_RENDERAMT) {
WriteFloat(MSG_ENTITY, m_flRenderAmt);
}
#else
if (fChanged & BASEFL_CHANGED_ALPHA) {
WriteFloat(MSG_ENTITY, alpha);
}
#endif
return (1);
}
void
CBaseEntity::Pain(void)
{
}
void
CBaseEntity::Death(void)
{
}
void
CBaseEntity::EvaluateEntity(void)
{
/* while the engine is still handling physics for these, we can't
* predict when origin/angle might change */
if (net_origin != origin) {
net_origin = origin;
SendFlags |= BASEFL_CHANGED_ORIGIN;
}
if (net_angles != angles) {
angles[0] = Math_FixDelta(angles[0]);
angles[1] = Math_FixDelta(angles[1]);
angles[2] = Math_FixDelta(angles[2]);
net_angles = angles;
SendFlags |= BASEFL_CHANGED_ANGLES;
}
if (net_velocity != velocity) {
net_velocity = velocity;
SendFlags |= BASEFL_CHANGED_VELOCITY;
}
}
/* Make sure StartFrame calls this */
void
CBaseEntity::ParentUpdate(void)
{
EvaluateEntity();
frame1time += frametime;
if (m_parent) {
entity p = find(world, ::targetname, m_parent);
if (p)
SetOrigin(p.origin);
}
}
void
CBaseEntity::SpawnInit(void)
{
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
SpawnKey(argv(i), argv(i+1));
}
/* some entity might involuntarily call SpawnInit as part of being
a member of CBaseEntity. So we need to make sure that it doesn't
inherit stuff from the last previously loaded entity */
__fullspawndata = "";
}
void
CBaseEntity::Respawn(void)
{
health = m_oldHealth;
SetModel(m_oldModel);
SetSolid(m_oldSolid);
SetAngles(m_oldAngle);
SetOrigin(m_oldOrigin);
target = m_oldstrTarget;
#ifdef GS_RENDERFX
SetRenderFX(m_oldiRenderFX);
SetRenderMode(m_oldiRenderMode);
SetRenderAmt(m_oldflRenderAmt);
SetRenderColor(m_oldvecRenderColor);
#endif
}
void
CBaseEntity::Hide(void)
{
SetModelindex(0);
SetSolid(SOLID_NOT);
SetMovetype(MOVETYPE_NONE);
takedamage = DAMAGE_NO;
}
void
CBaseEntity::CBaseEntity(void)
{
/* Not in Deathmatch */
if (spawnflags & 2048) {
if (cvar("sv_playerslots") > 1) {
remove(this);
return;
}
}
identity = 1;
effects |= EF_NOSHADOW;
scale = 1.0f;
SpawnInit();
m_oldAngle = angles;
m_oldOrigin = origin;
m_oldSolid = solid;
m_oldHealth = health;
m_oldModel = Util_FixModel(model);
#ifdef GS_RENDERFX
m_oldiRenderFX = m_iRenderFX;
m_oldiRenderMode = m_iRenderMode;
m_oldvecRenderColor = m_vecRenderColor;
m_oldflRenderAmt = m_flRenderAmt;
m_oldvecRenderColor = m_vecRenderColor;
m_oldflRenderAmt = m_flRenderAmt;
#endif
m_oldstrTarget = target;
if (m_oldModel != "") {
precache_model(m_oldModel);
}
}
#endif
/* we want to really use those set functions because they'll notify of any
* networking related changes. otherwise we'll have to keep track of copies
* that get updated every frame */
void
CBaseEntity::SetSendFlags(float flSendFlags)
{
#ifdef SERVER
SendFlags |= flSendFlags;
#endif
}
void
CBaseEntity::SetEffects(float newEffects)
{
if (newEffects == effects)
return;
effects = newEffects;
SetSendFlags(BASEFL_CHANGED_EFFECTS);
}
void
CBaseEntity::SetFrame(float newFrame)
{
if (newFrame == frame)
return;
frame = newFrame;
frame1time = 0.0f;
SetSendFlags(BASEFL_CHANGED_FRAME);
}
void
CBaseEntity::SetModel(string newModel)
{
model = newModel;
setmodel(this, newModel);
SetSendFlags(BASEFL_CHANGED_MODELINDEX);
}
void
CBaseEntity::SetModelindex(float newModelIndex)
{
if (newModelIndex == modelindex)
return;
modelindex = newModelIndex;
SetSendFlags(BASEFL_CHANGED_MODELINDEX);
}
void
CBaseEntity::SetMovetype(float newMovetype)
{
if (newMovetype == movetype)
return;
movetype = newMovetype;
SetSendFlags(BASEFL_CHANGED_MOVETYPE);
}
void
CBaseEntity::SetSkin(float newSkin)
{
if (newSkin == skin)
return;
skin = newSkin;
SetSendFlags(BASEFL_CHANGED_SKIN);
}
void
CBaseEntity::SetSolid(float newSolid)
{
if (newSolid == solid)
return;
solid = newSolid;
SetSendFlags(BASEFL_CHANGED_SOLID);
}
void
CBaseEntity::SetBody(int newBody)
{
if (newBody == m_iBody)
return;
m_iBody = newBody;
SetSendFlags(BASEFL_CHANGED_BODY);
}
void
CBaseEntity::SetScale(float newScale)
{
if (newScale == scale)
return;
scale = newScale;
SetSendFlags(BASEFL_CHANGED_SCALE);
}
void
CBaseEntity::SetAngles(vector newAngles)
{
if (newAngles == angles)
return;
angles = newAngles;
SetSendFlags(BASEFL_CHANGED_ANGLES);
}
void
CBaseEntity::SetSize(vector newMins, vector newMaxs)
{
if (newMins == mins && newMaxs == maxs)
return;
setsize(this, newMins, newMaxs);
SetSendFlags(BASEFL_CHANGED_SIZE);
}
void
CBaseEntity::SetOrigin(vector newOrigin)
{
if (newOrigin == origin)
return;
setorigin(this, newOrigin);
SetSendFlags(BASEFL_CHANGED_ORIGIN);
}
#ifdef GS_RENDERFX
void
CBaseEntity::SetRenderFX(int newFX)
{
if (newFX == m_iRenderFX)
return;
m_iRenderFX = newFX;
SetSendFlags(BASEFL_CHANGED_RENDERFX);
}
void
CBaseEntity::SetRenderMode(float newMode)
{
if (newMode == m_iRenderMode)
return;
m_iRenderMode = newMode;
SetSendFlags(BASEFL_CHANGED_RENDERMODE);
}
void
CBaseEntity::SetRenderAmt(float newAmt)
{
if (newAmt == m_flRenderAmt)
return;
m_flRenderAmt = newAmt;
SetSendFlags(BASEFL_CHANGED_RENDERAMT);
}
void
CBaseEntity::SetRenderColor(vector newColor)
{
if (newColor == m_vecRenderColor)
return;
m_vecRenderColor = newColor;
SetSendFlags(BASEFL_CHANGED_RENDERCOLOR);
}
#endif
void
CBaseEntity::SpawnKey(string strKey, string strValue)
{
/* we do re-read a lot of the builtin fields in case we want to set
defaults. just in case anybody is wondering. */
switch (strKey) {
case "scale":
scale = stof(strValue);
break;
case "origin":
origin = stov(strValue);
break;
case "angles":
angles = stov(strValue);
break;
case "angle":
angles[1] = stof(strValue);
break;
case "solid":
solid = stof(strValue);
break;
case "skin":
skin = stof(strValue);
break;
case "shadows":
if (stof(strValue) == 1) {
effects &= ~EF_NOSHADOW;
}
break;
case "targetname":
targetname = strValue;
break;
case "target":
target = strValue;
break;
case "color":
#ifdef GS_RENDERFX
m_vecRenderColor = stov(strValue);
#else
colormod = stov(strValue);
#endif
break;
case "alpha":
#ifdef GS_RENDERFX
m_flRenderAmt = stof(strValue);
#else
alpha = stof(strValue);
#endif
break;
#ifdef GS_RENDERFX
case "renderamt":
m_flRenderAmt = stof(strValue) / 255;
break;
case "rendercolor":
m_vecRenderColor = stov(strValue) / 255;
break;
case "rendermode":
m_iRenderMode = stoi(strValue);
break;
case "renderfx":
m_iRenderFX = stoi(strValue);
break;
#endif
case "model":
model = strValue;
break;
case "classname":
case "spawnflags":
break;
#ifdef SERVER
case "health":
health = stof(strValue);
break;
case "parentname":
m_parent = strValue;
break;
case "ignorepvs":
pvsflags = PVSF_IGNOREPVS;
break;
#endif
default:
print(sprintf("^3%s^7::SpawnKey:: Unknown key '%s' with value '%s'\n",
classname, strKey, strValue));
break;
}
}