Exemple #1
0
/*
==================
BeginIntermission
==================
*/
void BeginIntermission()
{
	if ( theLevel.intermissiontime_ ) 
		return;		// already active

	// if in tournement mode, change the wins / losses
	if ( g_gametype.integer == GT_TOURNAMENT ) 
		AdjustTournamentScores();

	theLevel.intermissiontime_ = theLevel.time_;
	FindIntermissionPoint();

	// if single player game
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) 
		UpdateTournamentInfo();

	// move all clients to the intermission point
	for( int i=1 ; i<= theLevel.maxclients_ ; i++ ) 
	{
		GameEntity* client = theLevel.getEntity(i);
		if( !client || !client->inuse_ )
			continue;
		// respawn if dead
		if( client->health_ <= 0 ) 
			respawn(client);

		MoveClientToIntermission( client );
	}

	// send the current scoring to all clients
	SendScoreboardMessageToAllClients();

}
Exemple #2
0
/*
===========
SelectSpectatorSpawnPoint

============
*/
gentity_t *SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles ) {
	FindIntermissionPoint();

	VectorCopy( level.intermission_origin, origin );
	VectorCopy( level.intermission_angle, angles );

	return NULL;
}
Exemple #3
0
/*
==================
BeginIntermission
==================
*/
void BeginIntermission( void ) {
	int			i;
	gentity_t	*client;

	if ( level.intermissiontime ) {
		return;		// already active
	}

	// if in tournement mode, change the wins / losses
	if ( g_gametype.integer == GT_TOURNAMENT ) {
		AdjustTournamentScores();
	}

	level.intermissiontime = level.time;
	FindIntermissionPoint();

#ifdef MISSIONPACK
	if (g_singlePlayer.integer) {
		trap_Cvar_Set("ui_singlePlayerActive", "0");
		UpdateTournamentInfo();
	}
#else
	// if single player game
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		UpdateTournamentInfo();
		SpawnModelsOnVictoryPads();
	}
#endif

	// move all clients to the intermission point
	for (i=0 ; i< level.maxclients ; i++) {
		client = g_entities + i;
		if (!client->inuse)
			continue;
		// respawn if dead
		if (client->health <= 0) {
			respawn(client);
		}
		MoveClientToIntermission( client );
	}

	// send the current scoring to all clients
	SendScoreboardMessageToAllClients();

}
/*
========================
MoveClientToIntermission

When the intermission starts, this will be called for all players.
If a new client connects, this will be called after the spawn function.
========================
*/
void MoveClientToIntermission( gentity_t *ent ) {
	// take out of follow mode if needed
	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
		StopFollowing( ent );
	}

	FindIntermissionPoint();
	// move to the spot
	VectorCopy( level.intermission_origin, ent->s.origin );
	VectorCopy( level.intermission_origin, ent->client->ps.origin );
	VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
	ent->client->ps.pm_type = PM_INTERMISSION;

	// clean up powerup info
	memset( ent->client->ps.powerups, 0, sizeof(ent->client->ps.powerups) );

	ent->client->ps.eFlags = 0;
	ent->s.eFlags = 0;
	ent->s.eType = ET_GENERAL;
	ent->s.modelindex = 0;
	ent->s.loopSound = 0;
	ent->s.event = 0;
	ent->r.contents = 0;
}