예제 #1
0
void IN_Start(void)
{
	int     i;

	AM_Stop();
	SN_StopAllSequences();

	// InFine handles the text.
	if(!deathmatch)
	{
		gameaction = ga_leavemap;
		return;
	}

	GL_SetFilter(0);
	InitStats();
	LoadPics();
	intermission = true;
	interstate = 0;
	skipintermission = false;
	intertime = 0;
	for(i = 0; i < MAXPLAYERS; i++)
	{
		players[i].messageTics = 0;
		players[i].message[0] = 0;
	}
}
예제 #2
0
int	InitLemm( void )
{
	int				i;

#ifdef USEX
			FBFlushGrafic();
#endif
	FBFillRect( 0, 0, 720, 576, STEELBLUE );
	FBFillRect( 60, 448, 300, 100, BLACK );

	if ( !bgImage )
	{
		FBDrawString(64,482,32,"Initialize...",WHITE,0);
		FBDrawFx2Logo( 320, 486 );
#ifdef USEX
		FBFlushGrafic();
#endif

		initNumbers();

		if ( LoadPics() == -1 )
			return -1;
		bgImage=malloc(1600*160);
		SoundStart();
	}

	if ( !bgImage )
		return -1;

	for( i=0; i<12; i++ )
		svdimage[i]=malloc(32*48);

	for( i=0; i<320; i+=32 )
		inSc( 19, 0, i+main_x, 352, 1 );

	inSc( 29, 0, 66+main_x, 370, 1 );
	inSc( 29, 1, 100+main_x, 372, 1 );
	inSc( 8, 0, 134+main_x, 372, 0 );		// explosion
	inSc( 4, 10, 166+main_x, 374, 1 );		// lemming2
	inSc( 29, 2, 200+main_x, 368, 1 );
	inSc( 29, 3, 234+main_x, 368, 1 );
	inSc( 29, 4, 264+main_x, 372, 1 );
	inSc( 5, 2, 292+main_x, 368, 1 );

	inSc( 20, 0, 320+main_x, 352, 1 );

	FBDrawString(44,390,48,"-",GREEN,0);
	FBDrawString(76,390,48,"+",GREEN,0);

	return 0;
}
예제 #3
0
int Plug_ExecuteCommand(int *args)
{
	char cmd[256];
	Cmd_Argv(0, cmd, sizeof(cmd));
	if (!strcmp("namemaker", cmd))
	{
		Menu_Control(1);
		Cvar_GetString("name", (char*)namebuffer, sizeof(namebuffer));
		LoadPics();
		insertpos = strlen(namebuffer);
		return 1;
	}
	return 0;
}
예제 #4
0
void IN_Start(void)
{
    int i;
    I_SetPalette(W_CacheLumpName("PLAYPAL", PU_CACHE));
    InitStats();
    LoadPics();
    intermission = true;
    interstate = 0;
    skipintermission = false;
    intertime = 0;
    AM_Stop();
    for (i = 0; i < MAXPLAYERS; i++)
    {
        players[i].messageTics = 0;
        players[i].message[0] = 0;
    }
    SN_StopAllSequences();
}