28 Feb 2011
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160ddba4db
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4f3dbcfd64
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@ -987,7 +987,8 @@ void CL_PrepSound( void )
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{
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cl.sound_index[i+1] = S_RegisterSound( cl.sound_precache[i+1] );
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Cvar_SetFloat( "scr_loading", scr_loading->value + 5.0f / sndcount );
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if( cl_allow_levelshots->integer || host.developer > 3 ) SCR_UpdateScreen();
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if( cl_allow_levelshots->integer || host.developer > 3 || cl.background )
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SCR_UpdateScreen();
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}
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S_EndRegistration();
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@ -1054,7 +1055,7 @@ void CL_PrepVideo( void )
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com.strncpy( name, cl.model_precache[i+1], MAX_STRING );
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Mod_RegisterModel( name, i+1 );
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Cvar_SetFloat( "scr_loading", scr_loading->value + 75.0f / mdlcount );
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if( cl_allow_levelshots->integer || host.developer > 3 )
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if( cl_allow_levelshots->integer || host.developer > 3 || cl.background )
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SCR_UpdateScreen();
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}
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@ -629,7 +629,7 @@ void CL_ParseServerData( sizebuf_t *msg )
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Cvar_Set( "cl_levelshot_name", va( "levelshots/%s", clgame.mapname ));
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Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar
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if( cl_allow_levelshots->integer && !cls.changelevel )
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if(( cl_allow_levelshots->integer && !cls.changelevel ) || cl.background )
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{
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if( !FS_FileExistsEx( va( "%s.bmp", cl_levelshot_name->string ), true ))
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{
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@ -38,7 +38,7 @@ void SCR_DrawFPS( void )
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char fpsstring[32];
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if( cls.state != ca_active ) return;
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if( !cl_showfps->integer ) return;
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if( !cl_showfps->integer || cl.background ) return;
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if( cls.scrshot_action != scrshot_inactive )
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return;
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@ -207,7 +207,7 @@ void SCR_DrawPlaque( void )
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{
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int levelshot;
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if( cl_allow_levelshots->integer && !cls.changelevel )
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if(( cl_allow_levelshots->integer && !cls.changelevel ) || Cvar_VariableInteger( "sv_background" ))
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{
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levelshot = GL_LoadTexture( cl_levelshot_name->string, NULL, 0, TF_IMAGE );
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GL_SetRenderMode( kRenderNormal );
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@ -300,6 +300,8 @@ void SV_MapBackground_f( void )
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Cvar_FullSet( "deathmatch", "0", CVAR_LATCH );
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Cvar_FullSet( "maxplayers", "1", CVAR_LATCH );
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SCR_BeginLoadingPlaque();
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SV_SpawnServer( mapname, NULL );
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SV_LevelInit( mapname, NULL, NULL, false );
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SV_ActivateServer ();
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@ -2266,6 +2266,13 @@ void pfnMessageEnd( void )
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if( !svgame.msg_started ) Host_Error( "MessageEnd: called with no active message\n" );
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svgame.msg_started = false;
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// HACKHACK: clearing HudText in background mode
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if( sv.background && svgame.msg[svgame.msg_index].number == svgame.gmsgHudText )
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{
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BF_Clear( &sv.multicast );
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return;
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}
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// check for system message
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if( svgame.msg_index == -1 )
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{
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@ -719,17 +719,27 @@ void UI_RefreshServerList( void )
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UI_StartBackGroundMap
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=================
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*/
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void UI_StartBackGroundMap( void )
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bool UI_StartBackGroundMap( void )
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{
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static bool first = TRUE;
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if( !first ) return FALSE;
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first = FALSE;
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if( !uiStatic.bgmapcount || CVAR_GET_FLOAT( "sv_background" ))
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return;
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return FALSE;
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int bgmapid = RANDOM_LONG( 0, uiStatic.bgmapcount - 1 );
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char cmd[128];
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sprintf( cmd, "map_background %s\n", uiStatic.bgmaps[bgmapid] );
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sprintf( cmd, "maps/%s.bsp", uiStatic.bgmaps[bgmapid] );
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if( !FILE_EXISTS( cmd )) return FALSE;
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sprintf( cmd, "map_background %s\n", uiStatic.bgmaps[bgmapid] );
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CLIENT_COMMAND( FALSE, cmd );
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return TRUE;
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}
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// =====================================================================
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@ -857,8 +867,14 @@ void UI_UpdateMenu( float flTime )
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uiStatic.realTime = flTime * 1000;
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uiStatic.framecount++;
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if( CVAR_GET_FLOAT( "sv_background" ) && !g_engfuncs.pfnClientInGame())
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return; // don't draw menu while level is loading
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if( uiStatic.firstDraw )
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{
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// we loading background so skip SCR_Update
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if( UI_StartBackGroundMap( )) return;
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if( uiStatic.menuActive->activateFunc )
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uiStatic.menuActive->activateFunc();
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}
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@ -876,7 +892,6 @@ void UI_UpdateMenu( float flTime )
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if( first )
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{
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UI_StartBackGroundMap ();
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BACKGROUND_TRACK( "gamestartup.mp3", NULL );
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first = FALSE;
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}
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@ -118,7 +118,7 @@ static void UI_CreateGame_Begin( void )
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static void UI_PromptDialog( void )
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{
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if( !CVAR_GET_FLOAT( "host_serverstate" ))
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if( !CVAR_GET_FLOAT( "host_serverstate" ) || CVAR_GET_FLOAT( "sv_background" ))
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{
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UI_CreateGame_Begin();
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return;
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@ -182,7 +182,8 @@ static void UI_Background_Ownerdraw( void *self )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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UI_DrawPic(item->x, item->y, item->width, item->height, uiColorWhite, ((menuBitmap_s *)self)->pic);
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if( !CVAR_GET_FLOAT( "sv_background" ))
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UI_DrawPic(item->x, item->y, item->width, item->height, uiColorWhite, ((menuBitmap_s *)self)->pic);
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if( uiStatic.realTime > uiLanGame.refreshTime )
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{
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@ -426,6 +426,7 @@ static void UI_Main_Init( void )
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// server.dll needs for reading savefiles or startup newgame
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if( !CheckGameDll( ))
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{
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uiMain.hazardCourse.generic.flags |= QMF_GRAYED;
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uiMain.saveRestore.generic.flags |= QMF_GRAYED;
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uiMain.newGame.generic.flags |= QMF_GRAYED;
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}
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