game_export_t *GetGameAPI (game_import_t *import)
void SV_Loadgame_f (void)
SV_Map (false, svs.mapcmd, true);
SV_InitGame (); // the game is just starting
SV_SpawnServer (level, spawnpoint, ss_demo, attractloop, loadgame);
// load and spawn all other entities
ge->SpawnEntities ( sv.name, CM_EntityString(), spawnpoint );
ent = G_Spawn ();
entities = ED_ParseEdict (entities, ent);
ED_CallSpawn (edict_t *ent)
s->spawn (ent);
// run two frames to allow everything to settle
ge->RunFrame ();
ge->RunFrame ();
// create a baseline for more efficient communications
SV_CreateBaseline ();
// check for a savegame
SV_CheckForSavegame ();
#==========================================================================
#注册的spawn
spawn_t spawns[] = {
{"item_health", SP_item_health},
{"item_health_small", SP_item_health_small},
{"item_health_large", SP_item_health_large},
{"item_health_mega", SP_item_health_mega},
{"info_player_start", SP_info_player_start},
{"info_player_deathmatch", SP_info_player_deathmatch},
{"info_player_coop", SP_info_player_coop},
{"info_player_intermission", SP_info_player_intermission},
{"func_plat", SP_func_plat},
{"func_button", SP_func_button},
{"func_door", SP_func_door},
{"func_door_secret", SP_func_door_secret},
{"func_door_rotating", SP_func_door_rotating},
{"func_rotating", SP_func_rotating},
{"func_train", SP_func_train},
{"func_water", SP_func_water},
{"func_conveyor", SP_func_conveyor},
{"func_areaportal", SP_func_areaportal},
{"func_clock", SP_func_clock},
{"func_wall", SP_func_wall},
{"func_object", SP_func_object},
{"func_timer", SP_func_timer},
{"func_explosive", SP_func_explosive},
{"func_killbox", SP_func_killbox},
{"trigger_always", SP_trigger_always},
{"trigger_once", SP_trigger_once},
{"trigger_multiple", SP_trigger_multiple},
{"trigger_relay", SP_trigger_relay},
{"trigger_push", SP_trigger_push},
{"trigger_hurt", SP_trigger_hurt},
{"trigger_key", SP_trigger_key},
{"trigger_counter", SP_trigger_counter},
{"trigger_elevator", SP_trigger_elevator},
{"trigger_gravity", SP_trigger_gravity},
{"trigger_monsterjump", SP_trigger_monsterjump},
{"target_temp_entity", SP_target_temp_entity},
{"target_speaker", SP_target_speaker},
{"target_explosion", SP_target_explosion},
{"target_changelevel", SP_target_changelevel},
{"target_secret", SP_target_secret},
{"target_goal", SP_target_goal},
{"target_splash", SP_target_splash},
{"target_spawner", SP_target_spawner},
{"target_blaster", SP_target_blaster},
{"target_crosslevel_trigger", SP_target_crosslevel_trigger},
{"target_crosslevel_target", SP_target_crosslevel_target},
{"target_laser", SP_target_laser},
{"target_help", SP_target_help},
{"target_actor", SP_target_actor},
{"target_lightramp", SP_target_lightramp},
{"target_earthquake", SP_target_earthquake},
{"target_character", SP_target_character},
{"target_string", SP_target_string},
{"worldspawn", SP_worldspawn},
{"viewthing", SP_viewthing},
{"light", SP_light},
{"light_mine1", SP_light_mine1},
{"light_mine2", SP_light_mine2},
{"info_null", SP_info_null},
{"func_group", SP_info_null},
{"info_notnull", SP_info_notnull},
{"path_corner", SP_path_corner},
{"point_combat", SP_point_combat},
{"misc_explobox", SP_misc_explobox},
{"misc_banner", SP_misc_banner},
{"misc_satellite_dish", SP_misc_satellite_dish},
{"misc_actor", SP_misc_actor},
{"misc_gib_arm", SP_misc_gib_arm},
{"misc_gib_leg", SP_misc_gib_leg},
{"misc_gib_head", SP_misc_gib_head},
{"misc_insane", SP_misc_insane},
{"misc_deadsoldier", SP_misc_deadsoldier},
{"misc_viper", SP_misc_viper},
{"misc_viper_bomb", SP_misc_viper_bomb},
{"misc_bigviper", SP_misc_bigviper},
{"misc_strogg_ship", SP_misc_strogg_ship},
{"misc_teleporter", SP_misc_teleporter},
{"misc_teleporter_dest", SP_misc_teleporter_dest},
{"misc_blackhole", SP_misc_blackhole},
{"misc_eastertank", SP_misc_eastertank},
{"misc_easterchick", SP_misc_easterchick},
{"misc_easterchick2", SP_misc_easterchick2},
{"monster_berserk", SP_monster_berserk},
{"monster_gladiator", SP_monster_gladiator},
{"monster_gunner", SP_monster_gunner},
{"monster_infantry", SP_monster_infantry},
{"monster_soldier_light", SP_monster_soldier_light},
{"monster_soldier", SP_monster_soldier},
{"monster_soldier_ss", SP_monster_soldier_ss},
{"monster_tank", SP_monster_tank},
{"monster_tank_commander", SP_monster_tank},
{"monster_medic", SP_monster_medic},
{"monster_flipper", SP_monster_flipper},
{"monster_chick", SP_monster_chick},
{"monster_parasite", SP_monster_parasite},
{"monster_flyer", SP_monster_flyer},
{"monster_brain", SP_monster_brain},
{"monster_floater", SP_monster_floater},
{"monster_hover", SP_monster_hover},
{"monster_mutant", SP_monster_mutant},
{"monster_supertank", SP_monster_supertank},
{"monster_boss2", SP_monster_boss2},
{"monster_boss3_stand", SP_monster_boss3_stand},
{"monster_jorg", SP_monster_jorg},
{"monster_commander_body", SP_monster_commander_body},
{"turret_breach", SP_turret_breach},
{"turret_base", SP_turret_base},
{"turret_driver", SP_turret_driver},
{NULL, NULL}
};
########################################################################
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