/* ================== SV_LoadTransition_f ================== */ void SV_LoadTransition_f(void) { char *map; char *spawntarget; map = Cmd_Argv(1); if ( !*map ) { return; } qbLoadTransition = qtrue; SCR_PrecacheScreenshot(); SV_Player_EndOfLevelSave(); //Save the full current state of the current map so we can return to it later SG_WriteSavegame( va("hub/%s", sv_mapname->string), qfalse ); //set the spawntarget if there is one spawntarget = Cmd_Argv(2); if ( *spawntarget != NULL ) { Cvar_Set( "spawntarget", spawntarget ); } else { Cvar_Set( "spawntarget", "" ); } if ( !SV_TryLoadTransition( map ) ) {//couldn't load a savegame SV_Map_( eForceReload_NOTHING ); } qbLoadTransition = qfalse; }
byte *SCR_GetScreenshot(qboolean *qValid) { if (!screenDataValid) { SCR_PrecacheScreenshot(); } if (qValid) { *qValid = screenDataValid; } return (byte *)&bScreenData; }
static void SV_MapTransition_f(void) { char *spawntarget; SCR_PrecacheScreenshot(); SV_Player_EndOfLevelSave(); spawntarget = Cmd_Argv(2); if ( *spawntarget != NULL ) { Cvar_Set( "spawntarget", spawntarget ); } else { Cvar_Set( "spawntarget", "" ); } SV_Map_( eForceReload_NOTHING ); }