//========================================================= // load the SkillData struct with the proper values based on the skill level. //========================================================= void CGameRules::RefreshSkillData ( bool forceUpdate ) { #ifndef CLIENT_DLL if ( !forceUpdate ) { if ( GlobalEntity_IsInTable( "skill.cfg" ) ) return; } GlobalEntity_Add( "skill.cfg", STRING(gpGlobals->mapname), GLOBAL_ON ); char szExec[256]; ConVarRef skill( "skill" ); SetSkillLevel( skill.IsValid() ? skill.GetInt() : 1 ); #ifdef HL2_DLL // HL2 current only uses one skill config file that represents MEDIUM skill level and // synthesizes EASY and HARD. (sjb) Q_snprintf( szExec,sizeof(szExec), "exec skill_manifest.cfg\n" ); engine->ServerCommand( szExec ); engine->ServerExecute(); #else Q_snprintf( szExec,sizeof(szExec), "exec skill%d.cfg\n", GetSkillLevel() ); engine->ServerCommand( szExec ); engine->ServerExecute(); #endif // HL2_DLL #endif // CLIENT_DLL }
void CGameRules::Think() { GetVoiceGameMgr()->Update( gpGlobals->frametime ); SetSkillLevel( skill.GetInt() ); if ( log_verbose_enable.GetBool() ) { if ( m_flNextVerboseLogOutput < gpGlobals->curtime ) { ProcessVerboseLogOutput(); m_flNextVerboseLogOutput = gpGlobals->curtime + log_verbose_interval.GetFloat(); } } }
void CGameRules::Think() { GetVoiceGameMgr()->Update( gpGlobals->frametime ); SetSkillLevel( skill.GetInt() ); }