void RF_BeginRegistration( void ) { // sync to the backend thread to ensure it's not using old assets for drawing RF_AdapterWait( &rrf.adapter ); R_BeginRegistration(); rrf.adapter.cmdPipe->BeginRegistration( rrf.adapter.cmdPipe ); RF_AdapterWait( &rrf.adapter ); }
/* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PUBLIC void Client_PrepRefresh( const char *r_mapname ) { char mapname[ 32 ]; if( ! r_mapname || ! *r_mapname ) { return; } if( g_version->value == SPEAROFDESTINY ) { spritelocation = SODSPRITESDIRNAME; } else { spritelocation = WL6SPRITESDIRNAME; } my_strlcpy( mapname, r_mapname, sizeof( mapname ) ); // skip "maps/" // !@# fix crash bug if you type something short... if ( strlen( mapname ) > 4 && !strcmp( mapname + strlen( mapname ) - 4, ".map" ) ) { mapname[ strlen( mapname ) - 4 ] = '\0'; // cut off ".map" } // register models, pics, and skins R_BeginRegistration( mapname ); if( r_world == NULL ) { return; } Com_Printf( "Map: %s\n", r_world->mapName ); Level_ScanInfoPlane( r_world ); // Spawn items/guards Com_Printf( "Spawning Entities\n" ); PL_Spawn( r_world->pSpawn, r_world ); // Spawn Player Com_Printf( "Caching Textures and Sounds\n" ); Level_PrecacheTextures_Sound( r_world ); // clear any lines of console text Con_ClearNotify(); if( r_world->musicName ) { Sound_StartBGTrack( r_world->musicName, r_world->musicName ); } Player.playstate = ex_playing; }
/* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PUBLIC void Client_PrepRefresh( const char *r_mapname ) { // char mapname[ 32 ]; char mapname[ 64 ]; //gsh, decided to allow longer map names if( ! r_mapname || ! *r_mapname ) { return; } if( g_version->value == SPEAROFDESTINY && currentMap.episode >= 6 && currentMap.episode < 10)//added the episode check... gsh) { spritelocation = SODSPRITESDIRNAME; } else { spritelocation = WL6SPRITESDIRNAME; } my_strlcpy( mapname, r_mapname, sizeof( mapname ) ); // skip "maps/" // !@# fix crash bug if you type something short... if ( strlen( mapname ) > 4 && !strcmp( mapname + strlen( mapname ) - 4, ".map" ) ) { mapname[ strlen( mapname ) - 4 ] = '\0'; // cut off ".map" } // register models, pics, and skins R_BeginRegistration( mapname ); if( r_world == NULL ) { return; } Com_Printf( "Map: %s\n", r_world->mapName ); Level_ScanInfoPlane( r_world ); // Spawn items/guards Com_Printf( "Spawning Entities\n" ); PL_Spawn( r_world->pSpawn, r_world ); // Spawn Player Com_Printf( "Caching Textures and Sounds\n" ); Level_PrecacheTextures_Sound( r_world ); // clear any lines of console text Con_ClearNotify(); //gsh //this is a hack... to save space on the download... we've removed the music //so instead we're going to replace the SOD music with wolf3d music here //however, we don't have to worry about that now that we package the SOD music //with the binary /* if (currentMap.episode >= 6) //if it's the SOD levels { char *source; switch (currentMap.episode * 10 + currentMap.map) { case 60: source = "ZEROHOUR.ogg"; break; case 61: source = "CORNER.ogg"; break; case 62: source = "DUNGEON.ogg"; break; case 63: source = "ENDLEVEL.ogg"; break; case 64: source = "FUNKYOU.ogg"; break; case 65: source = "HEADACHE.ogg"; break; case 66: source = "HITLWLTZ.ogg"; break; case 67: source = "INTROCW3.ogg"; break; case 68: source = "NAZI_NOR.ogg"; break; case 69: source = "NAZI_OMI.ogg"; break; case 70: source = "NAZI_RAP.ogg"; break; case 71: source = "PACMAN.ogg"; break; case 72: source = "POW.ogg"; break; case 73: source = "PREGNANT.ogg"; break; case 74: source = "ROSTER.ogg"; break; case 75: source = "SALUTE.ogg"; break; case 76: source = "SEARCHN.ogg"; break; case 77: source = "SUSPENSE.ogg"; break; case 78: source = "TWELFTH.ogg"; break; case 79: source = "URAHERO.ogg"; break; case 80: source = "ULTIMATE.ogg"; break; default: source = "CORNER.ogg"; } strcpy(levelData.musicName + 6, source); //the '6' is to get us past the "music/" part of musicName levelData.musicName[6 + strlen(source)] = '\0'; }*/ Com_Printf("Starting Music Track: %s\n", levelData.musicName); Sound_StartBGTrack( levelData.musicName, levelData.musicName ); Player.playstate = ex_playing; }