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 ); } }