/* ================== SpawnModelsOnVictoryPads ================== */ void SpawnModelsOnVictoryPads( void ) { gentity_t *player; gentity_t *podium; podium1 = NULL; podium2 = NULL; podium3 = NULL; podium = SpawnPodium(); player = SpawnModelOnVictoryPad( podium, offsetFirst, &g_entities[level.sortedPlayers[0]], level.players[ level.sortedPlayers[0] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { player->nextthink = level.time + 2000; player->think = CelebrateStart; podium1 = player; } player = SpawnModelOnVictoryPad( podium, offsetSecond, &g_entities[level.sortedPlayers[1]], level.players[ level.sortedPlayers[1] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { podium2 = player; } if ( level.numNonSpectatorPlayers > 2 ) { player = SpawnModelOnVictoryPad( podium, offsetThird, &g_entities[level.sortedPlayers[2]], level.players[ level.sortedPlayers[2] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { podium3 = player; } } }
/* ================== SpawnModelsOnVictoryPads ================== */ void SpawnModelsOnVictoryPads( void ) { gentity_t *player; gentity_t *podium; podium1 = NULL; podium2 = NULL; podium3 = NULL; podium = SpawnPodium(); player = SpawnModelOnVictoryPad( podium, offsetFirst, &g_entities[level.sortedClients[0]], level.clients[ level.sortedClients[0] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { player->nextthink = level.time + 2000; player->think = CelebrateStart; podium1 = player; } // For non team game types, we want to spawn 3 characters on the victory pad // For team games (GT_TEAM, GT_CTF) we want to have only a single player on the pad if (( g_gametype.integer == GT_FFA ) || (g_gametype.integer == GT_TOURNAMENT) || (g_gametype.integer == GT_SINGLE_PLAYER)) { if ( level.numNonSpectatorClients > 1 ) { player = SpawnModelOnVictoryPad( podium, offsetSecond, &g_entities[level.sortedClients[1]], level.clients[ level.sortedClients[1] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { podium2 = player; } } if ( level.numNonSpectatorClients > 2 ) { player = SpawnModelOnVictoryPad( podium, offsetThird, &g_entities[level.sortedClients[2]], level.clients[ level.sortedClients[2] ].ps.persistant[PERS_RANK] &~ RANK_TIED_FLAG ); if ( player ) { podium3 = player; } } } }