Beispiel #1
0
/*
=================
CG_Init

Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update.
=================
*/
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
	const char	*s;

	// clear everything
	memset( &cgs, 0, sizeof( cgs ) );
	memset( &cg, 0, sizeof( cg ) );
	memset( cg_entities, 0, sizeof(cg_entities) );
	memset( cg_weapons, 0, sizeof(cg_weapons) );
	memset( cg_items, 0, sizeof(cg_items) );

	cg.clientNum = clientNum;

	cgs.processedSnapshotNum = serverMessageNum;
	cgs.serverCommandSequence = serverCommandSequence;

	// load a few needed things before we do any screen updates
	cgs.media.charsetShader		= trap_R_RegisterShader( "gfx/2d/bigchars" );
	cgs.media.whiteShader		= trap_R_RegisterShader( "white" );
	cgs.media.charsetProp		= trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
	cgs.media.charsetPropGlow	= trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
	cgs.media.charsetPropB		= trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );

	CG_RegisterCvars();

	CG_InitConsoleCommands();

	cg.weaponSelect = WP_MACHINEGUN;

	cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
	cgs.flagStatus = -1;
	// old servers

	// get the rendering configuration from the client system
	trap_GetGlconfig( &cgs.glconfig );
	cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
	cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;

	// get the gamestate from the client system
	trap_GetGameState( &cgs.gameState );

	// check version
	s = CG_ConfigString( CS_GAME_VERSION );
	if ( strcmp( s, GAME_VERSION ) ) {
		CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
	}

	s = CG_ConfigString( CS_LEVEL_START_TIME );
	cgs.levelStartTime = atoi( s );

	CG_ParseServerinfo();

	// load the new map
	CG_LoadingString( "collision map" );

	trap_CM_LoadMap( cgs.mapname );

	cg.loading = qtrue;		// force players to load instead of defer

	CG_LoadingString( "sounds" );

	CG_RegisterSounds();

	CG_LoadingString( "graphics" );

	CG_RegisterGraphics();

	CG_LoadingString( "clients" );

	CG_RegisterClients();		// if low on memory, some clients will be deferred

	cg.loading = qfalse;	// future players will be deferred

	CG_InitLocalEntities();

	CG_InitMarkPolys();

	// remove the last loading update
	cg.infoScreenText[0] = 0;

	// Make sure we have update values (scores)
	CG_SetConfigValues();

	CG_StartMusic();

	CG_LoadingString( "" );

	CG_ShaderStateChanged();

	trap_S_ClearLoopingSounds( qtrue );
}
Beispiel #2
0
/*
=================
CG_Init

Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update.
=================
*/
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
	const char	*s;

	// clear everything
	memset( &cgs, 0, sizeof( cgs ) );
	memset( &cg, 0, sizeof( cg ) );
	memset( cg_entities, 0, sizeof(cg_entities) );
	memset( cg_weapons, 0, sizeof(cg_weapons) );

	cg.clientNum = clientNum;

	cgs.processedSnapshotNum = serverMessageNum;
	cgs.serverCommandSequence = serverCommandSequence;

	// load a few needed things before we do any screen updates
	cgs.media.charsetShader		= trap_R_RegisterShader( "interface/fonts/font0.png" );
	cgs.media.whiteShader		= trap_R_RegisterShader( "white" );
	cgs.media.clearShader		= trap_R_RegisterShader( "clear" );
	cgs.media.charsetProp		= trap_R_RegisterShaderNoMip( "interface/fonts/font1.png" );
	cgs.media.charsetPropGlow	= trap_R_RegisterShaderNoMip( "interface/fonts/font1Glow.png" );
	cgs.media.charsetPropB		= trap_R_RegisterShaderNoMip( "interface/fonts/font2.png" );

	CG_RegisterCvars();

	CG_InitConsoleCommands();

	cg.weaponSelect = 1;

	// get the rendering configuration from the client system
	trap_GetGlconfig( &cgs.glconfig );
	cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
	cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;

	// get the gamestate from the client system
	trap_GetGameState( &cgs.gameState );

	// check version
	s = CG_ConfigString( CS_PRODUCT_VERSION );
	if ( strcmp( s, PRODUCT_VERSION ) ) {
		CG_Error( "Client/Server game mismatch: %s/%s", PRODUCT_VERSION, s );
	}

	s = CG_ConfigString( CS_LEVEL_START_TIME );
	cgs.levelStartTime = atoi( s );

	CG_ParseServerinfo();

	// load the new map
	CG_LoadingString( "collision map" );

	trap_CM_LoadMap( cgs.mapname );
	cg.loading = qtrue;		// force players to load instead of defer

	CG_LoadingString( "sounds" );

	CG_RegisterSounds();

	CG_LoadingString( "graphics" );

	CG_RegisterGraphics();

	CG_LoadingString( "clients" );

	CG_RegisterClients();		// if low on memory, some clients will be deferred


	cg.loading = qfalse;	// future players will be deferred
	CG_InitLocalEntities();

	// ADDING FOR ZEQ2
	CG_FrameHist_Init();
	CG_InitTrails();
	CG_InitParticleSystems();
	CG_InitBeamTables();
	CG_InitRadarBlips();
	// END ADDING

	CG_InitMarkPolys();

	// remove the last loading update
	cg.infoScreenText[0] = 0;

	// Make sure we have update values (scores)
	CG_SetConfigValues();

	CG_LoadingString( "" );
	CG_ShaderStateChanged();

	trap_S_ClearLoopingSounds( qtrue );
}
Beispiel #3
0
/*
=================
CG_Init

Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update.
=================
*/
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum, int randomSeed ) {
	const char	*s;

	// clear everything
	memset( &cgs, 0, sizeof( cgs ) );
	memset( &cg, 0, sizeof( cg ) );
	memset( cg_entities, 0, sizeof(cg_entities) );

	srand( randomSeed );

	cg.clientNum = clientNum;

	cgs.processedSnapshotNum = serverMessageNum;
	cgs.serverCommandSequence = serverCommandSequence;

	trap_R_RegisterFont( "facfont-20", 0, &cgs.media.facfont );
	trap_R_RegisterFont( "verdana-14", 0, &cgs.media.verdana );

	// load a few needed things before we do any screen updates
//	cgs.media.charsetShader		= trap_R_RegisterShader( "gfx/2d/bigchars" );
	cgs.media.whiteShader		= trap_R_RegisterShader( "*white" );
//	cgs.media.charsetProp		= trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
//	cgs.media.charsetPropGlow	= trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
//	cgs.media.charsetPropB		= trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );
	cgs.media.blackShader = trap_R_RegisterShaderNoMip( "textures/mohmenu/black.tga" );

	CG_RegisterCvars();

	CG_InitConsoleCommands();

	// get the rendering configuration from the client system
	trap_GetGlconfig( &cgs.glconfig );
	cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
	cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;

	// get the gamestate from the client system
	trap_GetGameState( &cgs.gameState );

	// check version
	s = CG_ConfigString( CS_GAME_VERSION );
	if ( strcmp( s, GAME_VERSION ) ) {
		CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
	}

	s = CG_ConfigString( CS_LEVEL_START_TIME );
	cgs.levelStartTime = atoi( s );

	CG_ParseServerinfo();

	// load the new map
	CG_LoadingString( "collision map" );

	trap_CM_LoadMap( cgs.mapname );

	CG_LoadingString( "sounds" );

	CG_RegisterSounds();
	CG_LoadUbersound();

	CG_LoadingString( "graphics" );

	CG_RegisterGraphics();

	CG_LoadingString( "clients" );

	CG_RegisterClients();		// if low on memory, some clients will be deferred

	CG_InitLocalEntities();

	CG_InitMarkPolys();

	CG_InitEventSystem();

	CG_InitBeams();

	CG_InitRainEffect();

	// remove the last loading update
	cg.infoScreenText[0] = 0;

	// Make sure we have update values (scores)
	CG_SetConfigValues();

	CG_StartMusic();

	CG_LoadingString( "" );

	trap_S_ClearLoopingSounds( qtrue );
}