Exemple #1
0
/*
=================
CL_PrepVideo

Call before entering a new level, or after changing dlls
=================
*/
void CL_PrepVideo( void )
{
	string	mdlname, mapname;
	int	i, mdlcount, step;
	int	map_checksum; // dummy

	if( !cl.model_precache[1][0] )
		return; // no map loaded

	Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar
	MsgDev( D_NOTE, "CL_PrepVideo: %s\n", clgame.mapname );

	// let the render dll load the map
	Q_strncpy( mapname, cl.model_precache[1], MAX_STRING ); 
	Mod_LoadWorld( mapname, (uint *)&map_checksum, false );
	cl.worldmodel = Mod_Handle( 1 ); // get world pointer
	Cvar_SetFloat( "scr_loading", 25.0f );

	SCR_UpdateScreen();

	// make sure what map is valid
	if( !cls.demoplayback && map_checksum != cl.checksum )
		Host_Error( "Local map version differs from server: %i != '%i'\n", map_checksum, cl.checksum );

	for( i = 0, mdlcount = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ )
		mdlcount++; // total num models
	step = mdlcount/10;

	for( i = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ )
	{
		Q_strncpy( mdlname, cl.model_precache[i+1], MAX_STRING );
		Mod_RegisterModel( mdlname, i+1 );
		Cvar_SetFloat( "scr_loading", scr_loading->value + 75.0f / mdlcount );
		if( step && !( i % step ) && ( cl_allow_levelshots->integer || cl.background ) )
			SCR_UpdateScreen();
	}

	// update right muzzleflash indexes
	CL_RegisterMuzzleFlashes ();

	// invalidate all decal indexes
	Q_memset( cl.decal_index, 0, sizeof( cl.decal_index ));

	CL_ClearWorld ();

	R_NewMap(); // tell the render about new map

	V_SetupOverviewState(); // set overview bounds

	// must be called after lightmap loading!
	clgame.dllFuncs.pfnVidInit();

	// release unused SpriteTextures
	for( i = 1; i < MAX_IMAGES; i++ )
	{
		if( !clgame.sprites[i].name[0] ) continue; // free slot
		if( clgame.sprites[i].needload != clgame.load_sequence )
			Mod_UnloadSpriteModel( &clgame.sprites[i] );
	}

	Mod_FreeUnused ();

	Q_memset( cl.playermodels, 0, sizeof( cl.playermodels ) );

	Cvar_SetFloat( "scr_loading", 100.0f );	// all done

	if( host.decalList )
	{
		// need to reapply all decals after restarting
		for( i = 0; i < host.numdecals; i++ )
		{
			decallist_t *entry = &host.decalList[i];
			cl_entity_t *pEdict = CL_GetEntityByIndex( entry->entityIndex );
			int decalIndex = CL_DecalIndex( CL_DecalIndexFromName( entry->name ));
			int modelIndex = 0;

			if( pEdict ) modelIndex = pEdict->curstate.modelindex;
			CL_DecalShoot( decalIndex, entry->entityIndex, modelIndex, entry->position, entry->flags );
		}
		Z_Free( host.decalList );
	}

	host.decalList = NULL; 
	host.numdecals = 0;

	if( host.soundList )
	{
		// need to reapply all ambient sounds after restarting
		for( i = 0; i < host.numsounds; i++ )
		{
			soundlist_t *entry = &host.soundList[i];
			if( entry->looping && entry->entnum != -1 )
			{
				MsgDev( D_NOTE, "Restarting sound %s...\n", entry->name );
				S_AmbientSound( entry->origin, entry->entnum,
				S_RegisterSound( entry->name ), entry->volume, entry->attenuation,
				entry->pitch, 0 );
			}
		}
	}

	host.soundList = NULL; 
	host.numsounds = 0;
	
	if( host.developer <= 2 )
		Con_ClearNotify(); // clear any lines of console text

	SCR_UpdateScreen ();

	cl.video_prepped = true;
	cl.force_refdef = true;
}
Exemple #2
0
/*
================
SV_ActivateServer

activate server on changed map, run physics
================
*/
void SV_ActivateServer( void )
{
	int	i, numFrames;

	if( !svs.initialized )
		return;

	// custom muzzleflashes
	pfnPrecacheModel( "sprites/muzzleflash.spr" );
	pfnPrecacheModel( "sprites/muzzleflash1.spr" );
	pfnPrecacheModel( "sprites/muzzleflash2.spr" );
	pfnPrecacheModel( "sprites/muzzleflash3.spr" );

	// rocket flare
	pfnPrecacheModel( "sprites/animglow01.spr" );

	// ricochet sprite
	pfnPrecacheModel( "sprites/richo1.spr" );

	// Activate the DLL server code
	svgame.dllFuncs.pfnServerActivate( svgame.edicts, svgame.numEntities, svgame.globals->maxClients );

	// create a baseline for more efficient communications
	SV_CreateBaseline();

	// check and count all files that marked by user as unmodified (typically is a player models etc)
	sv.num_consistency_resources = SV_TransferConsistencyInfo();

	// send serverinfo to all connected clients
	for( i = 0; i < sv_maxclients->integer; i++ )
	{
		if( svs.clients[i].state >= cs_connected )
		{
			Netchan_Clear( &svs.clients[i].netchan );
			svs.clients[i].delta_sequence = -1;
		}
	}

	numFrames = (sv.loadgame) ? 1 : 2;
	if( !sv.loadgame || svgame.globals->changelevel )
		host.frametime = 0.1f;			

	// GoldSrc rules
	// NOTE: this stuff is breaking sound from func_rotating in multiplayer
	// e.g. ambience\boomer.wav on snark_pit.bsp
	numFrames *= sv_maxclients->integer;

	// run some frames to allow everything to settle
	for( i = 0; i < numFrames; i++ )
	{
		SV_Physics();
	}

	// invoke to refresh all movevars
	Q_memset( &svgame.oldmovevars, 0, sizeof( movevars_t ));
	svgame.globals->changelevel = false; // changelevel ends here

	// setup hostflags
	sv.hostflags = 0;

	// tell what kind of server has been started.
	if( svgame.globals->maxClients > 1 )
	{
		MsgDev( D_INFO, "%i player server started\n", svgame.globals->maxClients );
		Cvar_Reset( "clockwindow" );
	}
	else
	{
		// clear the ugly moving delay in singleplayer
		Cvar_SetFloat( "clockwindow", 0.0f );
		MsgDev( D_INFO, "Game started\n" );
	}

	if( host.type == HOST_DEDICATED )
	{
		Mod_FreeUnused ();
	}

	sv.state = ss_active;
	physinfo->modified = true;
	sv.changelevel = false;
	sv.paused = false;

	Host_SetServerState( sv.state );

	if( sv_maxclients->integer > 1 && public_server->integer )
	{
		MsgDev( D_INFO, "Adding your server to master server list\n" );
		Master_Add( );
	}
}