Axiom.SceneManagers.Bsp.BspLevel.load C# (CSharp) Method

load() protected method

Generic load - called by Plugin_BSPSceneManager.BspResourceManager.
protected load ( ) : void
return void
		protected override void load()
		{
			//if ( createParam.ContainsKey( "SetYAxisUp" ) )
			//    bool.TryParse( createParam[ "SetYAxisUp" ], out bspOptions.setYAxisUp);

			//if ( createParam.ContainsKey( "Scale" ) )
			//    float.TryParse( createParam[ "Scale" ], out bspOptions.scale );

			//Vector3 move = Vector3.Zero;
			//if ( createParam.ContainsKey( "MoveX" ) )
			//     float.TryParse( createParam[ "MoveX" ], out move.x );

			//if ( createParam.ContainsKey("MoveY" ) )
			//    float.TryParse( createParam["MoveY"], out move.y );

			//if ( createParam.ContainsKey( "MoveZ" ) )
			//    float.TryParse( createParam["MoveZ"], out move.z );

			//if ( createParam.ContainsKey( "UseLightmaps" ) )
			//     bool.TryParse( createParam[ "UseLightmaps" ], out bspOptions.useLightmaps );

			//if ( createParam.ContainsKey( "AmbientEnabled" ) )
			//     bool.TryParse( createParam[ "AmbientEnabled" ], out bspOptions.ambientEnabled );

			//if ( createParam.ContainsKey( "AmbientRatio") )
			//     float.TryParse( createParam[ "AmbientRatio" ], out bspOptions.ambientRatio );

			Quake3Level q3 = new Quake3Level( bspOptions );

			Stream chunk = ResourceGroupManager.Instance.OpenResource( Name, ResourceGroupManager.Instance.WorldResourceGroupName );
			q3.LoadFromStream( chunk );
			LoadQuake3Level( q3 );
			chunk.Close();

		}