Beispiel #1
0
void Level::postSublevelLoad( const char *spawnPosName )
{
	int i;
	gentity_t *ent;
	Player *player;


	// Save off the spawn position

	spawnpoint = spawnPosName;

	// Make sure the player starts in the correct place

	for( i = 0; i < game.maxclients; i++ )
	{
		ent = &g_entities[ i ];

		if ( !ent->inuse || !ent->client || !ent->entity )
			continue;

		if ( ent->entity->isSubclassOf( Player ) )
		{
			player = (Player *)ent->entity;

			player->ChooseSpawnPoint();
		}
	}


	// Get rid of any fading

	G_ClearFade();
}
void Player::SkipCinematic
	(
	Event *ev
	)

{
	if( level.cinematic && ( level.RegisterSize( STRING_SKIP ) ) )
	{
		ScriptThreadLabel skiplabel;
		G_ClearFade();

		Unregister( STRING_SKIP );

		// reset the roll on our view just in case
		v_angle.z = 0;
		SetViewAngles( v_angle );
	}
}