/* ----------------------------------------------------------------------------- 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; } }
/* ================== 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 (); }
/* ================== 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 (); }
/* * ================== 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(); }