void GAME_AutoTeam (const char* equipmentDefinitionID, int teamMembers) { const equipDef_t* ed = INV_GetEquipmentDefinitionByID(equipmentDefinitionID); const char* teamDefID = GAME_GetTeamDef(); cls.teamSaveSlotIndex = NO_TEAM_SLOT_LOADED; GAME_GenerateTeam(teamDefID, ed, teamMembers); }
static qboolean GAME_Spawn (void) { const size_t size = GAME_GetCharacterArraySize(); int i; /* If there is no active gametype we create a team with default values. * This is e.g. the case when someone starts a map with the map command */ if (GAME_GetCurrentType() == NULL || chrDisplayList.num == 0) { const char *teamDefID = GAME_GetTeamDef(); const equipDef_t *ed = INV_GetEquipmentDefinitionByID("multiplayer_initial"); /* inventory structure switched/initialized */ INV_DestroyInventory(&cls.i); INV_InitInventory("client", &cls.i, &csi, &inventoryImport); GAME_GenerateTeam(teamDefID, ed, size); } for (i = 0; i < size; i++) cl.chrList.chr[i] = chrDisplayList.chr[i]; cl.chrList.num = chrDisplayList.num; return qtrue; }