Exemple #1
0
/*
-----------------------------------------------------------------------------
 Function:

 Parameters:

 Returns:

 Notes:

-----------------------------------------------------------------------------
*/
PUBLIC void Map_f( void )
{
	char	*map;
	char	expanded[ MAX_GAMEPATH ];

	// Check to make sure the level exists.
	map = Cmd_Argv( 1 );
	if( ! strstr( map, "." ) )
	{
		com_snprintf( expanded, sizeof( expanded ), "maps%c%s.map", PATH_SEP, map );
	}
	else
	{
		com_snprintf( expanded, sizeof( expanded ), "maps%c%s", PATH_SEP, map );
	}


//sv.state = ss_dead;		// don't save current level when changing
//	SV_WipeSavegame( "current" );
	SV_GameMap_f();

	if( r_world )
	{
        ClientStatic.menuState = IPM_GAME;
		ClientStatic.key_dest = key_game;
		ClientStatic.state = ca_active;
	}
	else
	{
		ClientStatic.key_dest = key_console;
	}

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

Goes directly to a given map without any savegame archiving.
For development work
==================
*/
static void SV_Map_f (void)
{
	char	*map;
	char	expanded[MAX_QPATH];

	if (Cmd_Argc() != 2) {
		Com_Printf ("USAGE: map <mapname>\n");
		return;
	}
	// if not a pcx, demo, or cinematic, check to make sure the level exists
	map = Cmd_Argv(1);
	if (!strchr(map, '.') && !strchr(map, '$'))
	{
		Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);
		if (FS_LoadFile (expanded, NULL) == -1)
		{
			Com_Printf ("Can't find %s\n", expanded);
			return;
		}
	}

	sv.state = ss_dead;		// don't save current level when changing
	SV_WipeSavegame("current");
	SV_GameMap_f ();
}
Exemple #3
0
/*
==================
SV_Map_f

Goes directly to a given map without any savegame archiving.
For development work
==================
*/
void SV_Map_f (void)
{
	char	*map;
	char	expanded[MAX_QPATH];

	if (Cmd_Argc() != 2)
	{
		Com_Printf ("USAGE: map <mapname>\n");
		return;
	}

	// if not a pcx, demo, or cinematic, check to make sure the level exists
	map = Cmd_Argv(1);
	if (!strstr (map, "."))
	{
		Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);

		if (FS_LoadFile (expanded, NULL) == -1)
		{
			Com_Printf ("Can't find %s\n", expanded);
			//if (!dedicated->value && cls.state != ca_connected) // Knightmare added
			//	CL_Drop ();
			return;
		}
	}

	sv.state = ss_dead;		// don't save current level when changing
	SV_WipeSavegame("current");
	SV_GameMap_f ();
}
Exemple #4
0
/*
 * ================== SV_Map_f
 *
 * Goes directly to a given map without any savegame archiving. For development
 * work ==================
 */
void
SV_Map_f(void)
{
	char           *map;
	char		expanded[MAX_QPATH];

	/*
	 * if not a pcx, demo, or cinematic, check to make sure the level
	 * exists
	 */
	map = Cmd_Argv(1);
	if (!strstr(map, ".")) {
		Com_sprintf(expanded, sizeof(expanded), "maps/%s.bsp", map);
		if (FS_LoadFile(expanded, NULL) == -1) {
			Com_Printf("Can't find %s\n", expanded);
			return;
		}
	}
	sv.state = ss_dead;	/* don't save current level when changing */
	SV_WipeSavegame("current");
	SV_GameMap_f();
}