//----------------------------------------------------------------------------- // Purpose: Inform client(s) they can mark the indicated achievement as completed (SERVER VERSION) // Input : filter - which client(s) to send this to // iAchievementID - The enumeration value of the achievement to mark (see TODO:Kerry, what file will have the mod's achievement enum?) //----------------------------------------------------------------------------- void CGameRules::MarkAchievement( IRecipientFilter& filter, char const *pchAchievementName ) { //gamestats->Event_IncrementCountedStatistic( vec3_origin, pchAchievementName, 1.0f ); IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr(); if ( !pAchievementMgr ) return; pAchievementMgr->OnMapEvent( pchAchievementName ); }
//----------------------------------------------------------------------------- // Purpose: Inform client(s) they can mark the indicated achievement as completed (SERVER VERSION) // Input : filter - which client(s) to send this to // iAchievementID - The enumeration value of the achievement to mark (see TODO:Kerry, what file will have the mod's achievement enum?) //----------------------------------------------------------------------------- void CGameRules::MarkAchievement( IRecipientFilter& filter, char const *pchAchievementName ) { gamestats->Event_IncrementCountedStatistic( vec3_origin, pchAchievementName, 1.0f ); IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr(); if ( !pAchievementMgr ) return; #ifdef GAME_DLL pAchievementMgr->OnMapEvent( pchAchievementName, SINGLE_PLAYER_SLOT ); #else pAchievementMgr->OnMapEvent( pchAchievementName, GET_ACTIVE_SPLITSCREEN_SLOT() ); #endif }