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authorMichael Smith <mikesmiffy128@gmail.com>2024-08-22 00:02:48 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2024-08-23 20:40:01 +0100
commitcf0354eb8e043fcd9c6c17756701972f948a16f1 (patch)
treede931afc161f43e95d040ae655a6a2081aeb4ff2 /gamedata/entprops.kv
parent78323e416f79ef9c26bbd742082627bc45e116c1 (diff)
Rewrite the gamedata and entprops systems entirely
This removes the horrible janky old KeyValues parser and replaces it with a couple of trivial ad-hoc text parsers. In doing so, make the format of the actual gamedata files more human-friendly too. We also gain support for nested SendTables in mkentprops, which are required to get at various things like player velocity. And, the actual string matching is made more efficient (or, at least, more scalable) by way of a cool radix tree thing which generates a bunch of switch cases on distinct characters.
Diffstat (limited to 'gamedata/entprops.kv')
-rw-r--r--gamedata/entprops.kv9
1 files changed, 0 insertions, 9 deletions
diff --git a/gamedata/entprops.kv b/gamedata/entprops.kv
deleted file mode 100644
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--- a/gamedata/entprops.kv
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@@ -1,9 +0,0 @@
-// This follows a different format to the other gamedata files.
-// It simply assigns variable names to network table property name strings.
-// Network names are classname/propname, e.g. CBasePlayer/m_fWhatever
-
-off_entpos CBaseEntity/m_vecOrigin
-// look angles, currently just for L4D1/2, can add other games as needed
-off_eyeang "CCSPlayer/m_angEyeAngles[0]"
-
-// vi: sw=4 ts=4 noet tw=80 cc=80 ft=text