// Property of Alientrap/AK // custom/creategame/creategame.qh // Item_Nex_Map_Info // its a valid item nevertheless .string normal; // contains the map name .string picture; // contains the picture that should be displayed .string text; // contains the description text .string link; // contains the path to the map void() Item_Nex_Map_Info_Destroy; void() Item_Nex_Map_Info_Spawn; // Map ""database"" Singleton Item_Nex_MapDB // pRoot should be an item with no other children void() Item_Nex_MapDB_EnumFiles; void() Item_Nex_MapDB_Destroy; void() Item_Nex_MapDB_Spawn; void( string pPrefix ) Nex_MapDB_FilterMaps; entity( string pPath ) Nex_MapDB_GetByPath; //entity( float pIndex ) Nex_MapDB_GetByIndex; entity( float pIndex ) Nex_MapDB_GetFilteredByIndex; float( entity pItem ) Nex_MapDB_GetFilteredIndex; string() Nex_MapDB_GetFilteredPathAltString; string() Nex_MapDB_GetFilteredNameAltString; string() Nex_MapDB_GetPathAltString; string() Nex_MapDB_GetNameAltString; // see control/data/data.qh // Item_Data_Nex_Name [Item_Data] void( float pEvent ) Item_Data_Nex_Name_DataEvent; void() Item_Data_Nex_Name_Spawn; // Item_DataLink_Nex_MapList [Item_DataLink_Switch] // contains the full .bsp path in value and the text/map name in desc // this is just a placeholder data item - it only keeps a set .string cvarName; // name of the maplist cvar .event init; // if you want to initialize it void( float pEvent ) Item_DataLink_Nex_MapList_DataEvent; void() Item_DataLink_Nex_MapList_Spawn; void() Item_DataLink_Nex_MapList_InitWithMapList; void( entity pItem ) DataLink_Nex_MapList_UpdateRange; // MapList edit commands // these functions work with the entry selected by _realValue void( entity pItem, string pName, string pPath ) DataLink_Nex_MapList_InsertEntryAfter; void( entity pItem ) DataLink_Nex_MapList_DeleteEntry; void( entity pItem ) DataLink_Nex_MapList_MoveEntryUp; void( entity pItem ) DataLink_Nex_MapList_MoveEntryDown; // creates the first entry if necessary void( entity pItem, string pName, string pPath ) DataLink_Nex_MapList_SetFirst; void( entity pItem ) DataLink_Nex_MapList_Clear; // both functions return str zoned strings string( entity pItem ) DataLink_Nex_MapList_GetCurrentName; string( entity pItem ) DataLink_Nex_MapList_GetCurrentPath; // see control/data/data.qh // Item_DataLink_Nex_ModSwitch Item_DataLink_TextSwitch void() Item_DataLink_Nex_ModSwitch_Spawn; //Item_DataLink_Nex_FileList [Item_DataLink_TextSwitch] .string normal; // contains the file extension .string selected; // contains the path .string valueList; void( float pEvent ) Item_DataLink_Nex_FileList_DataEvent; void() Item_DataLink_Nex_FileList_Destroy; void() Item_DataLink_Nex_FileList_Spawn;