Intermission ala aq2, when timelimit/roundlimit hits.

This commit is contained in:
Daniel Simoes 2002-03-07 14:29:12 +00:00
parent 491daea2d1
commit 00f3ae97bb
2 changed files with 54 additions and 9 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.28 2002/03/07 14:29:12 slicer
// Intermission ala aq2, when timelimit/roundlimit hits.
//
// Revision 1.27 2002/03/07 01:38:36 assimon
// Changed Ref System. New cvar added - g_RQ3_RefID. Now referee is peserved even on map changes or map_restarts.
//
@ -1379,15 +1382,19 @@ The level will stay at the intermission for a minimum of 5 seconds
If all players wish to continue, the level will then exit.
If one or more players have not acknowledged the continue, the game will
wait 10 seconds before going on.
Slicer: This is changed for rq3. minimum of 5 secs showing scoreboard
and then, if a player presses BUTTON_ATTACK, change the map
=================
*/
void CheckIntermissionExit( void ) {
int ready, notReady;
// int ready, notReady;
int i;
gclient_t *cl;
int readyMask;
// int readyMask;
if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
/* if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
return;
}
@ -1423,12 +1430,24 @@ void CheckIntermissionExit( void ) {
}
cl->ps.stats[STAT_CLIENTS_READY] = readyMask;
}
*/
// never exit in less than five seconds
if ( level.time < level.intermissiontime + 5000 ) {
return;
}
for (i=0 ; i< g_maxclients.integer ; i++) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
continue;
}
if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) {
continue;
}
if(g_entities[cl->ps.clientNum].client->buttons & BUTTON_ATTACK)
ExitLevel();
}
/*
// if nobody wants to go, clear timer
if ( !ready ) {
level.readyToExit = qfalse;
@ -1454,6 +1473,7 @@ void CheckIntermissionExit( void ) {
}
ExitLevel();
*/
}
/*
@ -1485,6 +1505,7 @@ CheckExitRules
There will be a delay between the time the exit is qualified for
and the time everyone is moved to the intermission spot, so you
can see the last frag.
=================
*/
void CheckExitRules( void ) {
@ -1496,6 +1517,9 @@ void CheckExitRules( void ) {
CheckIntermissionExit ();
return;
}
//Slicer
if(g_gametype.integer == GT_TEAMPLAY)
return;
if ( level.intermissionQueued ) {
#ifdef MISSIONPACK
@ -1518,8 +1542,7 @@ void CheckExitRules( void ) {
// always wait for sudden death
return;
}
//Slicer: Matchmode
if ( g_timelimit.integer && !level.warmupTime && !g_RQ3_matchmode.integer) {
if ( g_timelimit.integer && !level.warmupTime) {
if ( level.time - level.startTime >= g_timelimit.integer*60000 ) {
trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"");
LogExit( "Timelimit hit." );
@ -1576,6 +1599,7 @@ void CheckExitRules( void ) {
return;
}
}
}
@ -2036,9 +2060,10 @@ void G_RunFrame( int levelTime ) {
// see if it is time to end the level
// JBravo: no need if teamplay
if ( g_gametype.integer != GT_TEAMPLAY ) {
// Slicer: We will need it now for the rotation system..
// if ( g_gametype.integer != GT_TEAMPLAY ) {
CheckExitRules();
}
// }
// update to team status?
// JBravo: no need if teamplay

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.30 2002/03/07 14:29:12 slicer
// Intermission ala aq2, when timelimit/roundlimit hits.
//
// Revision 1.29 2002/03/05 02:08:16 jbravo
// Fixed Unknown client command: Roundlimit bug
//
@ -115,6 +118,11 @@ void CheckTeamRules()
int checked_tie = 0;
gentity_t *player;
//Slicer
if(level.intermissiontime)
return;
level.fps = trap_Cvar_VariableIntegerValue("sv_fps");
if (level.lights_camera_action) {
@ -186,14 +194,20 @@ void CheckTeamRules()
}
else {
if (level.time - level.startTime >= g_timelimit.integer*60000) {
trap_SendServerCommand( -1, va("cp \"Timelimit hit.\n\""));
//Slicer : Let's do a normal console print instead..
trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"" );
//trap_SendServerCommand( -1, va("cp \"Timelimit hit.\n\""));
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
//Slicer: Start Intermission
BeginIntermission();
return;
}
}
}
if (!level.team_round_countdown) {
if (BothTeamsHavePlayers()) {
//Slicer let's print to the console too
trap_SendServerCommand( -1, "print \"The round will begin in 20 seconds!\n\"" );
trap_SendServerCommand( -1, va("cp \"The round will begin in 20 seconds!\n\""));
level.team_round_countdown = (201*level.fps)/10;
}
@ -428,6 +442,8 @@ int WonGame(int winner)
if(level.time - level.startTime >= g_timelimit.integer*60000) {
trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"" );
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
//Slicer: Start Intermission
BeginIntermission();
return 1;
}
}
@ -446,8 +462,12 @@ int WonGame(int winner)
return 1;
}
else {
//Slicer: Adding a normal console print..
trap_SendServerCommand( -1, "print \"Roundlimit hit.\n\"" );
trap_SendServerCommand( -1, va("cp \"Roundlimit hit.\n\""));
level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
//Slicer: Start Intermission
BeginIntermission();
return 1;
}
}