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Intermission ala aq2, when timelimit/roundlimit hits.
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commit
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2 changed files with 54 additions and 9 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.28 2002/03/07 14:29:12 slicer
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// Intermission ala aq2, when timelimit/roundlimit hits.
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//
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// Revision 1.27 2002/03/07 01:38:36 assimon
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// Changed Ref System. New cvar added - g_RQ3_RefID. Now referee is peserved even on map changes or map_restarts.
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//
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@ -1379,15 +1382,19 @@ The level will stay at the intermission for a minimum of 5 seconds
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If all players wish to continue, the level will then exit.
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If one or more players have not acknowledged the continue, the game will
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wait 10 seconds before going on.
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Slicer: This is changed for rq3. minimum of 5 secs showing scoreboard
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and then, if a player presses BUTTON_ATTACK, change the map
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=================
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*/
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void CheckIntermissionExit( void ) {
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int ready, notReady;
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// int ready, notReady;
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int i;
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gclient_t *cl;
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int readyMask;
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// int readyMask;
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if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
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/* if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
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return;
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}
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@ -1423,12 +1430,24 @@ void CheckIntermissionExit( void ) {
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}
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cl->ps.stats[STAT_CLIENTS_READY] = readyMask;
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}
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*/
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// never exit in less than five seconds
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if ( level.time < level.intermissiontime + 5000 ) {
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return;
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}
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for (i=0 ; i< g_maxclients.integer ; i++) {
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cl = level.clients + i;
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if ( cl->pers.connected != CON_CONNECTED ) {
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continue;
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}
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if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) {
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continue;
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}
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if(g_entities[cl->ps.clientNum].client->buttons & BUTTON_ATTACK)
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ExitLevel();
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}
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/*
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// if nobody wants to go, clear timer
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if ( !ready ) {
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level.readyToExit = qfalse;
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@ -1454,6 +1473,7 @@ void CheckIntermissionExit( void ) {
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}
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ExitLevel();
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*/
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}
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/*
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@ -1485,6 +1505,7 @@ CheckExitRules
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There will be a delay between the time the exit is qualified for
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and the time everyone is moved to the intermission spot, so you
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can see the last frag.
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=================
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*/
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void CheckExitRules( void ) {
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@ -1496,6 +1517,9 @@ void CheckExitRules( void ) {
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CheckIntermissionExit ();
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return;
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}
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//Slicer
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if(g_gametype.integer == GT_TEAMPLAY)
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return;
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if ( level.intermissionQueued ) {
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#ifdef MISSIONPACK
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@ -1518,8 +1542,7 @@ void CheckExitRules( void ) {
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// always wait for sudden death
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return;
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}
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//Slicer: Matchmode
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if ( g_timelimit.integer && !level.warmupTime && !g_RQ3_matchmode.integer) {
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if ( g_timelimit.integer && !level.warmupTime) {
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if ( level.time - level.startTime >= g_timelimit.integer*60000 ) {
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trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"");
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LogExit( "Timelimit hit." );
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@ -1576,6 +1599,7 @@ void CheckExitRules( void ) {
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return;
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}
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}
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}
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@ -2036,9 +2060,10 @@ void G_RunFrame( int levelTime ) {
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// see if it is time to end the level
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// JBravo: no need if teamplay
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if ( g_gametype.integer != GT_TEAMPLAY ) {
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// Slicer: We will need it now for the rotation system..
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// if ( g_gametype.integer != GT_TEAMPLAY ) {
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CheckExitRules();
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}
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// }
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// update to team status?
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// JBravo: no need if teamplay
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.30 2002/03/07 14:29:12 slicer
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// Intermission ala aq2, when timelimit/roundlimit hits.
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//
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// Revision 1.29 2002/03/05 02:08:16 jbravo
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// Fixed Unknown client command: Roundlimit bug
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//
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@ -115,6 +118,11 @@ void CheckTeamRules()
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int checked_tie = 0;
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gentity_t *player;
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//Slicer
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if(level.intermissiontime)
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return;
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level.fps = trap_Cvar_VariableIntegerValue("sv_fps");
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if (level.lights_camera_action) {
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@ -186,14 +194,20 @@ void CheckTeamRules()
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}
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else {
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if (level.time - level.startTime >= g_timelimit.integer*60000) {
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trap_SendServerCommand( -1, va("cp \"Timelimit hit.\n\""));
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//Slicer : Let's do a normal console print instead..
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trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"" );
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//trap_SendServerCommand( -1, va("cp \"Timelimit hit.\n\""));
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level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
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//Slicer: Start Intermission
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BeginIntermission();
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return;
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}
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}
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}
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if (!level.team_round_countdown) {
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if (BothTeamsHavePlayers()) {
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//Slicer let's print to the console too
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trap_SendServerCommand( -1, "print \"The round will begin in 20 seconds!\n\"" );
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trap_SendServerCommand( -1, va("cp \"The round will begin in 20 seconds!\n\""));
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level.team_round_countdown = (201*level.fps)/10;
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}
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@ -428,6 +442,8 @@ int WonGame(int winner)
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if(level.time - level.startTime >= g_timelimit.integer*60000) {
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trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"" );
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level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
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//Slicer: Start Intermission
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BeginIntermission();
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return 1;
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}
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}
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@ -446,8 +462,12 @@ int WonGame(int winner)
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return 1;
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}
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else {
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//Slicer: Adding a normal console print..
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trap_SendServerCommand( -1, "print \"Roundlimit hit.\n\"" );
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trap_SendServerCommand( -1, va("cp \"Roundlimit hit.\n\""));
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level.team_round_going = level.team_round_countdown = level.team_game_going = 0;
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//Slicer: Start Intermission
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BeginIntermission();
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return 1;
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}
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}
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