removed separate trigger/solid links.
some q3 fixes. q2 will autosave on map changes, like q2 normally does. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3839 fc73d0e0-1445-4013-8a0c-d673dee63da5
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54 changed files with 1346 additions and 1000 deletions
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@ -424,6 +424,16 @@ SV_Map_f
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handle a
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map <mapname>
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command from the console or progs.
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quirks:
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a leading '*' means new unit, meaning all old state is flushed regardless of startspot
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a '+' means 'set nextmap cvar to the following value and otherwise ignore, for q2 compat. only applies if there's also a '.' and the specified bsp doesn't exist, for q1 compat.
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just a '.' is taken to mean 'restart'. parms are not changed from their current values, startspot is also unchanged.
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'map' will change map, for most games. note that NQ kicks everyone (NQ expects you to use changelevel for that).
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'changelevel' will not flush the level cache, for h2 compat (won't save current level state in such a situation, as nq would prefer not)
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'gamemap' will save the game to 'save0' after loading, for q2 compat
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'spmap' is for q3 and sets 'gametype' to '2', otherwise identical to 'map'. all other map commands will reset it to '0' if its '2' at the time.
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======================
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*/
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void SV_Map_f (void)
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@ -437,6 +447,7 @@ void SV_Map_f (void)
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qboolean cinematic = false;
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qboolean waschangelevel = false;
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qboolean wasspmap = false;
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qboolean wasgamemap = false;
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int i;
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char *startspot;
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@ -463,6 +474,7 @@ void SV_Map_f (void)
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waschangelevel = !strcmp(Cmd_Argv(0), "changelevel");
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wasspmap = !strcmp(Cmd_Argv(0), "spmap");
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wasgamemap = !strcmp(Cmd_Argv(0), "gamemap");
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if (strcmp(level, ".")) //restart current
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{
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@ -660,6 +672,11 @@ void SV_Map_f (void)
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else
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Cvar_Set(nsv, "");
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}
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if (wasgamemap)
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{
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SV_Savegame("s0");
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}
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}
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void SV_KillServer_f(void)
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