Exemple #1
0
/*
* CG_RegisterClients
*/
static void CG_RegisterClients( void )
{
	int i;
	char *name;

	CG_LoadingString( "clients" );

	for( i = 0; i < gs.maxclients; i++ )
	{
		name = cgs.configStrings[CS_PLAYERINFOS+i];
		if( !name[0] )
			continue;

		CG_LoadingItemName( name );
		CG_LoadClientInfo( &cgs.clientInfo[i], name, i );
	}
}
Exemple #2
0
/*
* CG_ConfigString
*/
void CG_ConfigString( int i, const char *s )
{
	size_t len;

	// wsw : jal : warn if configstring overflow
	len = strlen( s );
	if( len >= MAX_CONFIGSTRING_CHARS )
		CG_Printf( "%sWARNING:%s Configstring %i overflowed\n", S_COLOR_YELLOW, S_COLOR_WHITE, i );

	if( i < 0 || i >= MAX_CONFIGSTRINGS )
		CG_Error( "configstring > MAX_CONFIGSTRINGS" );

	Q_strncpyz( cgs.configStrings[i], s, sizeof( cgs.configStrings[i] ) );

	// do something apropriate
	if( i == CS_MAPNAME )
	{
		CG_RegisterLevelMinimap();
	}
	else if( i == CS_TVSERVER )
	{
		CG_UpdateTVServerString();
	}
	else if( i == CS_GAMETYPETITLE )
	{
	}
	else if( i == CS_GAMETYPENAME )
	{
		GS_SetGametypeName( cgs.configStrings[CS_GAMETYPENAME] );
	}
	else if( i == CS_AUTORECORDSTATE )
	{
		CG_SC_AutoRecordAction( cgs.configStrings[i] );
	}
	else if( i >= CS_MODELS && i < CS_MODELS+MAX_MODELS )
	{
		if( cgs.configStrings[i][0] == '$' )	// indexed pmodel
			cgs.pModelsIndex[i-CS_MODELS] = CG_RegisterPlayerModel( cgs.configStrings[i]+1 );
		else
			cgs.modelDraw[i-CS_MODELS] = CG_RegisterModel( cgs.configStrings[i] );
	}
	else if( i >= CS_SOUNDS && i < CS_SOUNDS+MAX_SOUNDS )
	{
		if( cgs.configStrings[i][0] != '*' )
			cgs.soundPrecache[i-CS_SOUNDS] = trap_S_RegisterSound( cgs.configStrings[i] );
	}
	else if( i >= CS_IMAGES && i < CS_IMAGES+MAX_IMAGES )
	{
		cgs.imagePrecache[i-CS_IMAGES] = trap_R_RegisterPic( cgs.configStrings[i] );
	}
	else if( i >= CS_SKINFILES && i < CS_SKINFILES+MAX_SKINFILES )
	{
		cgs.skinPrecache[i-CS_SKINFILES] = trap_R_RegisterSkinFile( cgs.configStrings[i] );
	}
	else if( i >= CS_LIGHTS && i < CS_LIGHTS+MAX_LIGHTSTYLES )
	{
		CG_SetLightStyle( i - CS_LIGHTS );
	}
	else if( i >= CS_ITEMS && i < CS_ITEMS+MAX_ITEMS )
	{
		CG_ValidateItemDef( i - CS_ITEMS, cgs.configStrings[i] );
	}
	else if( i >= CS_PLAYERINFOS && i < CS_PLAYERINFOS+MAX_CLIENTS )
	{
		CG_LoadClientInfo( &cgs.clientInfo[i-CS_PLAYERINFOS], cgs.configStrings[i], i-CS_PLAYERINFOS );
	}
	else if( i >= CS_GAMECOMMANDS && i < CS_GAMECOMMANDS+MAX_GAMECOMMANDS )
	{
		if( !cgs.demoPlaying )
		{
			trap_Cmd_AddCommand( cgs.configStrings[i], NULL );
			if( !Q_stricmp( cgs.configStrings[i], "gametypemenu" ) ) {
				cgs.hasGametypeMenu = qtrue;
			}
		}
	}
	else if( i >= CS_WEAPONDEFS && i < CS_WEAPONDEFS + MAX_WEAPONDEFS )
	{
		CG_OverrideWeapondef( i - CS_WEAPONDEFS, cgs.configStrings[i] );
	}
}
Exemple #3
0
/*
===============
CG_MapRestart

The server has issued a map_restart, so the next snapshot
is completely new and should not be interpolated to.

A tournement restart will clear everything, but doesn't
require a reload of all the media
===============
*/
static void CG_MapRestart( void ) {
//	char buff[64];
	int i;
	if ( cg_showmiss.integer ) {
		CG_Printf( "CG_MapRestart\n" );
	}

	memset( &cg.lastWeapSelInBank[0], 0, MAX_WEAP_BANKS * sizeof( int ) );  // clear weapon bank selections

	cg.centerPrintTime = 0; // reset centerprint counter so previous messages don't re-appear
	cg.itemPickupTime = 0;  // reset item pickup counter so previous messages don't re-appear
	cg.cursorHintFade = 0;  // reset cursor hint timer
	cg.yougotmailTime = 0;  // reset

	// (SA) clear zoom (so no warpies)
	cg.zoomedBinoc = qfalse;
	cg.zoomedBinoc = cg.zoomedScope = qfalse;
	cg.zoomTime = 0;
	cg.zoomval = 0;

	// reset fog to world fog (if present)
//	trap_R_SetFog(FOG_CMD_SWITCHFOG, FOG_MAP,20,0,0,0,0);
//	trap_Cvar_VariableStringBuffer("r_mapFogColor", buff, sizeof(buff));
//	trap_SendClientCommand(va("fogswitch %s", buff) );

	CG_InitLocalEntities();
	CG_InitMarkPolys();

	//Rafael particles
	CG_ClearParticles();
	// done.

	for ( i = 1; i < MAX_PARTICLES_AREAS; i++ )
	{
		{
			int rval;

			rval = CG_NewParticleArea( CS_PARTICLES + i );
			if ( !rval ) {
				break;
			}
		}
	}


	// Ridah, trails
	CG_ClearTrails();
	// done.

	// Ridah
	CG_ClearFlameChunks();
	CG_SoundInit();
	// done.

	// RF, init ZombieFX
	trap_RB_ZombieFXAddNewHit( -1, NULL, NULL );

	// make sure the "3 frags left" warnings play again
	cg.fraglimitWarnings = 0;

	cg.timelimitWarnings = 0;

	cg.intermissionStarted = qfalse;

	cgs.voteTime = 0;

	cg.lightstylesInited    = qfalse;

	cg.mapRestart = qtrue;

	CG_StartMusic();

	trap_S_ClearLoopingSounds( qtrue );

	// we really should clear more parts of cg here and stop sounds
	cg.v_dmg_time = 0;
	cg.v_noFireTime = 0;
	cg.v_fireTime = 0;

	// RF, clear out animScriptData so we recalc everything and get new pointers from server
	memset( cgs.animScriptData.modelInfo, 0, sizeof( cgs.animScriptData.modelInfo ) );
	for ( i = 0; i < MAX_CLIENTS; i++ ) {
		if ( cgs.clientinfo[i].infoValid ) {
			CG_LoadClientInfo( &cgs.clientinfo[i] );    // re-register the valid clients
		}
	}
	// always clear the weapon selection
	cg.weaponSelect = WP_NONE;
	// clear out the player weapon info
	memset( &cg_entities[0].pe.weap, 0, sizeof( cg_entities[0].pe.weap ) );
	// check for server set weapons we might not know about
	// (FIXME: this is a hack for the time being since a scripted "selectweapon" does
	// not hit the first snap, the server weapon set in cg_playerstate.c line 219 doesn't
	// do the trick)
	if ( !cg.weaponSelect ) {
		if ( cg_loadWeaponSelect.integer > 0 ) {
			cg.weaponSelect = cg_loadWeaponSelect.integer;
			cg.weaponSelectTime = cg.time;
			trap_Cvar_Set( "cg_loadWeaponSelect", "0" );  // turn it off
		}
	}
	// clear out rumble effects
	memset( cg.cameraShake, 0, sizeof( cg.cameraShake ) );
	memset( cg.cameraShakeAngles, 0, sizeof( cg.cameraShakeAngles ) );
	cg.rumbleScale = 0;

	// play the "fight" sound if this is a restart without warmup
//	if ( cg.warmup == 0 /* && cgs.gametype == GT_TOURNAMENT */) {
//		trap_S_StartLocalSound( cgs.media.countFightSound, CHAN_ANNOUNCER );
//		CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH*2 );
//	}
#ifdef MISSIONPACK
	if ( cg_singlePlayerActive.integer ) {
		trap_Cvar_Set( "ui_matchStartTime", va( "%i", cg.time ) );
		if ( cg_recordSPDemo.integer && cg_recordSPDemoName.string && *cg_recordSPDemoName.string ) {
			trap_SendConsoleCommand( va( "set g_synchronousclients 1 ; record %s \n", cg_recordSPDemoName.string ) );
		}
	}
#endif
	trap_Cvar_Set( "cg_thirdPerson", "0" );
}