Example #1
0
/*
==================
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;
}
Example #2
0
byte *SCR_GetScreenshot(qboolean *qValid)
{
	if (!screenDataValid) {
		SCR_PrecacheScreenshot();
	}
	if (qValid) {
		*qValid = screenDataValid;
	}
	return (byte *)&bScreenData;
}
Example #3
0
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 );
}