public static void SV_CheckForSavegame( ) { String name; FileStream f; Int32 i; if (SV_MAIN.sv_noreload.value != 0) { return; } if (Cvar.VariableValue("deathmatch") != 0) { return; } name = FS.Gamedir() + "/save/current/" + sv.name + ".sav"; try { f = File.OpenRead(name); } catch (Exception e) { return; } try { f.Close(); } catch (Exception e1) { e1.PrintStackTrace(); } SV_WORLD.SV_ClearWorld(); SV_CCMDS.SV_ReadLevelFile(); if (!sv.loadgame) { Int32 previousState; previousState = sv.state; sv.state = Defines.ss_loading; for (i = 0; i < 100; i++) { GameBase.G_RunFrame(); } sv.state = previousState; } }
public static void PF_setmodel(edict_t ent, string name) { int i; cmodel_t mod; if (name == null) { Com.Error(Defines.ERR_DROP, "PF_setmodel: NULL"); } i = SV_INIT.SV_ModelIndex(name); ent.s.modelindex = i; if (name.StartsWith("*")) { mod = CM.InlineModel(name); Math3D.VectorCopy(mod.mins, ent.mins); Math3D.VectorCopy(mod.maxs, ent.maxs); SV_WORLD.SV_LinkEdict(ent); } }
static SV_WORLD() { SV_WORLD.InitNodes(); }
public static void SV_SpawnServer(String server, String spawnpoint, Int32 serverstate, Boolean attractloop, Boolean loadgame) { Int32 i; var checksum = 0; if (attractloop) { Cvar.Set("paused", "0"); } Com.Printf("------- Server Initialization -------\\n"); Com.DPrintf("SpawnServer: " + server + "\\n"); if (sv.demofile != null) { try { sv.demofile.Close(); } catch (Exception e) { } } svs.spawncount++; sv.state = Defines.ss_dead; Globals.server_state = sv.state; sv = new server_t(); svs.realtime = 0; sv.loadgame = loadgame; sv.attractloop = attractloop; sv.configstrings[Defines.CS_NAME] = server; if (Cvar.VariableValue("deathmatch") != 0) { sv.configstrings[Defines.CS_AIRACCEL] = "" + SV_MAIN.sv_airaccelerate.value; PMove.pm_airaccelerate = SV_MAIN.sv_airaccelerate.value; } else { sv.configstrings[Defines.CS_AIRACCEL] = "0"; PMove.pm_airaccelerate = 0; } SZ.Init(sv.multicast, sv.multicast_buf, sv.multicast_buf.Length); sv.name = server; for (i = 0; i < SV_MAIN.maxclients.value; i++) { if (svs.clients[i].state > Defines.cs_connected) { svs.clients[i].state = Defines.cs_connected; } svs.clients[i].lastframe = -1; } sv.time = 1000; sv.name = server; sv.configstrings[Defines.CS_NAME] = server; Int32[] iw = new[] { checksum }; if (serverstate != Defines.ss_game) { sv.models[1] = CM.CM_LoadMap("", false, iw); } else { sv.configstrings[Defines.CS_MODELS + 1] = "maps/" + server + ".bsp"; sv.models[1] = CM.CM_LoadMap(sv.configstrings[Defines.CS_MODELS + 1], false, iw); } checksum = iw[0]; sv.configstrings[Defines.CS_MAPCHECKSUM] = "" + checksum; SV_WORLD.SV_ClearWorld(); for (i = 1; i < CM.CM_NumInlineModels(); i++) { sv.configstrings[Defines.CS_MODELS + 1 + i] = "*" + i; sv.models[i + 1] = CM.InlineModel(sv.configstrings[Defines.CS_MODELS + 1 + i]); } sv.state = Defines.ss_loading; Globals.server_state = sv.state; GameSpawn.SpawnEntities(sv.name, CM.CM_EntityString(), spawnpoint); GameBase.G_RunFrame(); GameBase.G_RunFrame(); sv.state = serverstate; Globals.server_state = sv.state; SV_CreateBaseline(); SV_CheckForSavegame(); Cvar.FullSet("mapname", sv.name, Defines.CVAR_SERVERINFO | Defines.CVAR_NOSET); }