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
This commit is contained in:
Spoike 2011-06-29 18:39:11 +00:00
parent a18e83d843
commit 61e4aa96b3
54 changed files with 1346 additions and 1000 deletions

View file

@ -424,6 +424,16 @@ SV_Map_f
handle a
map <mapname>
command from the console or progs.
quirks:
a leading '*' means new unit, meaning all old state is flushed regardless of startspot
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.
just a '.' is taken to mean 'restart'. parms are not changed from their current values, startspot is also unchanged.
'map' will change map, for most games. note that NQ kicks everyone (NQ expects you to use changelevel for that).
'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)
'gamemap' will save the game to 'save0' after loading, for q2 compat
'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.
======================
*/
void SV_Map_f (void)
@ -437,6 +447,7 @@ void SV_Map_f (void)
qboolean cinematic = false;
qboolean waschangelevel = false;
qboolean wasspmap = false;
qboolean wasgamemap = false;
int i;
char *startspot;
@ -463,6 +474,7 @@ void SV_Map_f (void)
waschangelevel = !strcmp(Cmd_Argv(0), "changelevel");
wasspmap = !strcmp(Cmd_Argv(0), "spmap");
wasgamemap = !strcmp(Cmd_Argv(0), "gamemap");
if (strcmp(level, ".")) //restart current
{
@ -660,6 +672,11 @@ void SV_Map_f (void)
else
Cvar_Set(nsv, "");
}
if (wasgamemap)
{
SV_Savegame("s0");
}
}
void SV_KillServer_f(void)