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分类: LINUX

2013-10-14 23:34:56




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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