a little housekeeping

This commit is contained in:
jeefo 2014-08-01 22:47:54 +04:00
commit e02dc8a28f

View file

@ -1097,10 +1097,7 @@ int Spawn (edict_t *ent)
g_worldEdict = ent; // save the world entity for future use g_worldEdict = ent; // save the world entity for future use
} }
else if (strcmp (STRING (ent->v.classname), "player_weaponstrip") == 0 && (STRING (ent->v.target))[0] == '0') else if (strcmp (STRING (ent->v.classname), "player_weaponstrip") == 0 && (STRING (ent->v.target))[0] == '0')
{
ent->v.target = ent->v.targetname = ALLOC_STRING ("fake"); ent->v.target = ent->v.targetname = ALLOC_STRING ("fake");
ent->v.targetname = ALLOC_STRING ("fake");
}
else if (strcmp (STRING (ent->v.classname), "info_player_start") == 0) else if (strcmp (STRING (ent->v.classname), "info_player_start") == 0)
{ {
SET_MODEL (ent, ENGINE_STR ("models/player/urban/urban.mdl")); SET_MODEL (ent, ENGINE_STR ("models/player/urban/urban.mdl"));
@ -2219,22 +2216,6 @@ void ServerDeactivate (void)
(*g_functionTable.pfnServerDeactivate) (); (*g_functionTable.pfnServerDeactivate) ();
} }
void KeyValue (edict_t *ent, KeyValueData *data)
{
// this function is called when the game requests a pointer to some entity's keyvalue data.
// The keyvalue data is held in each entity's infobuffer (basically a char buffer where each
// game DLL can put the stuff it wants) under - as it says - the form of a key/value pair. A
// common example of key/value pair is the "model", "(name of player model here)" one which
// is often used for client DLLs to display player characters with the right model (else they
// would all have the dull "models/player.mdl" one). The entity for which the keyvalue data
// pointer is requested is pentKeyvalue, the pointer to the keyvalue data structure pkvd.
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnKeyValue) (ent, data);
}
void StartFrame (void) void StartFrame (void)
{ {
// this function starts a video frame. It is called once per video frame by the engine. If // this function starts a video frame. It is called once per video frame by the engine. If
@ -2958,7 +2939,6 @@ export int GetEntityAPI2 (gamefuncs_t *functionTable, int *interfaceVersion)
functionTable->pfnClientCommand = ClientCommand; functionTable->pfnClientCommand = ClientCommand;
functionTable->pfnServerActivate = ServerActivate; functionTable->pfnServerActivate = ServerActivate;
functionTable->pfnServerDeactivate = ServerDeactivate; functionTable->pfnServerDeactivate = ServerDeactivate;
functionTable->pfnKeyValue = KeyValue;
functionTable->pfnStartFrame = StartFrame; functionTable->pfnStartFrame = StartFrame;
functionTable->pfnUpdateClientData = UpdateClientData; functionTable->pfnUpdateClientData = UpdateClientData;