/* * ======================================================================= * * SESSION DATA * * Session data is the only data that stays persistant across level loads * and tournament restarts. * ======================================================================= */ /* * ================ * G_WriteClientSessionData * * Called on game shutdown * ================ */ void G_WriteClientSessionData(gclient_t *client) { const char *s; const char *var; s = va("%i %i %i %i %i %i %i", client->sess.sessionTeam, client->sess.spectatorTime, client->sess.spectatorState, client->sess.spectatorClient, client->sess.wins, client->sess.losses, client->sess.teamLeader ); var = va("session%i", client - level.clients); trap_Cvar_Set(var, s); }
/* * ================ * G_ReadSessionData * * Called on a reconnect * ================ */ void G_ReadSessionData(gclient_t *client) { char s[MAX_STRING_CHARS];