a little housekeeping
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1 changed files with 0 additions and 20 deletions
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@ -1097,10 +1097,7 @@ int Spawn (edict_t *ent)
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g_worldEdict = ent; // save the world entity for future use
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}
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else if (strcmp (STRING (ent->v.classname), "player_weaponstrip") == 0 && (STRING (ent->v.target))[0] == '0')
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{
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ent->v.target = ent->v.targetname = ALLOC_STRING ("fake");
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ent->v.targetname = ALLOC_STRING ("fake");
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}
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else if (strcmp (STRING (ent->v.classname), "info_player_start") == 0)
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{
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SET_MODEL (ent, ENGINE_STR ("models/player/urban/urban.mdl"));
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@ -2219,22 +2216,6 @@ void ServerDeactivate (void)
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(*g_functionTable.pfnServerDeactivate) ();
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}
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void KeyValue (edict_t *ent, KeyValueData *data)
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{
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// this function is called when the game requests a pointer to some entity's keyvalue data.
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// The keyvalue data is held in each entity's infobuffer (basically a char buffer where each
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// game DLL can put the stuff it wants) under - as it says - the form of a key/value pair. A
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// common example of key/value pair is the "model", "(name of player model here)" one which
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// is often used for client DLLs to display player characters with the right model (else they
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// would all have the dull "models/player.mdl" one). The entity for which the keyvalue data
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// pointer is requested is pentKeyvalue, the pointer to the keyvalue data structure pkvd.
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if (g_isMetamod)
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RETURN_META (MRES_IGNORED);
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(*g_functionTable.pfnKeyValue) (ent, data);
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}
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void StartFrame (void)
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{
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// this function starts a video frame. It is called once per video frame by the engine. If
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@ -2958,7 +2939,6 @@ export int GetEntityAPI2 (gamefuncs_t *functionTable, int *interfaceVersion)
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functionTable->pfnClientCommand = ClientCommand;
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functionTable->pfnServerActivate = ServerActivate;
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functionTable->pfnServerDeactivate = ServerDeactivate;
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functionTable->pfnKeyValue = KeyValue;
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functionTable->pfnStartFrame = StartFrame;
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functionTable->pfnUpdateClientData = UpdateClientData;
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