Ejemplo n.º 1
0
/**
 * Has to be called whenever the momentum of a team has been modified.
 */
void MomentumChanged() {
    int playerNum;
    gentity_t* player;
    gclient_t* client;
    team_t team;

    // send to clients
    for (playerNum = 0; playerNum < level.maxclients; playerNum++) {
        player = &g_entities[playerNum];
        client = player->client;

        if (!client) {
            continue;
        }

        team = (team_t) client->pers.team;

        if (team > TEAM_NONE && team < NUM_TEAMS) {
            client->ps.persistant[PERS_MOMENTUM] =
                    (short) (level.team[team].momentum * 10.0f + 0.5f);
        }
    }

    // check team progress
    G_UpdateUnlockables();
}
Ejemplo n.º 2
0
void BG_InitUnlockackables()
{
	unlockablesDataAvailable = false;
	unlockablesTeamKnowledge = TEAM_NONE;

	memset( unlockables, 0, sizeof( unlockables ) );
	memset( unlockablesMask, 0, sizeof( unlockablesMask ) );

	unlockablesTypeOffset[ UNLT_WEAPON ]    = 0;
	unlockablesTypeOffset[ UNLT_UPGRADE ]   = WP_NUM_WEAPONS;
	unlockablesTypeOffset[ UNLT_BUILDABLE ] = unlockablesTypeOffset[ UNLT_UPGRADE ]   + UP_NUM_UPGRADES;
	unlockablesTypeOffset[ UNLT_CLASS ]     = unlockablesTypeOffset[ UNLT_BUILDABLE ] + BA_NUM_BUILDABLES;

#ifdef BUILD_SGAME
	G_UpdateUnlockables();
#endif
}