Exemplo n.º 1
0
//=========================================================
// 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
}
Exemplo n.º 2
0
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();
		}
	}
}
Exemplo n.º 3
0
void CGameRules::Think()
{
	GetVoiceGameMgr()->Update( gpGlobals->frametime );
	SetSkillLevel( skill.GetInt() );
}