Thanks for your help. However I'm having some problems, namely:
void C_World::InstallGameRules()
{
char mapN[64];
V_FileBase( engine->GetLevelName( ), mapN, 64 );
string mapName = mapN;
mapName = mapName.substr( 0, 3 );
if (mapName == "dm_") // Classic SourceForts CTF
{
CreateGameRulesObject( "C_HL2MPRules" );
}
else if (mapName == "ctf_") // Core Run map
{
CreateGameRulesObject( "C_CTFRules" );
}
else if (mapName == "mbs_") // Conquest map
{
CreateGameRulesObject( "C_MBSRules" );
}
else
CreateGameRulesObject( "C_HL2MPRules" );
}
I use following code, yet it gives me errors:
error C3861: 'CreateGameRulesObject': identifier not found
And some warning about malloc redefinition. I use #include <string> and
using std::string; .
--
[ Picked text/plain from multipart/alternative ]
Hi emiel,
For SourceForts, I use this : (i use hl2mp sdk)
In hl2mp_client.cpp :
//=========================================================
// instantiate the proper game rules object
//=========================================================
void InstallGameRules()
{
std::string mapName = STRING( gpGlobals->mapname );
mapName = mapName.substr( 0, 3 );
if (mapName == "sf_") // Classic SourceForts CTF
{
CreateGameRulesObject( "CSFCTFGamerules" );
}
else if (mapName == "cr_") // Core Run map
{
CreateGameRulesObject( "CSFCRGamerules" );
}
else if (mapName == "cq_") // Conquest map
{
CreateGameRulesObject( "CHL2MPRules" );
}
else
CreateGameRulesObject( "CSFCTFGamerules" );
}
InstallGamerules is already called automatically. Thought (note to
valve) it
seems client side the networktable is not updated for gamerules object.So
when it's creating a new one server side, client side it remains the
old one. So you'll have to make the samefunction client side
in C_World::Precache( ) and use
char mapN[64];
V_FileBase( engine->GetLevelName( ), mapN, 64 );
std::string mapName = mapN;
mapName = mapName.substr( 0, 3 );
instead of std::string mapName = STRING( gpGlobals->mapname );
I hope I helped you.
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