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[server] Implement CNetGame::GetNextScriptFile()
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@ -208,10 +208,42 @@ void CNetGame::LoadAllFilterscripts()
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logprintf(" Loaded %d filterscripts.\n", iScriptCount);
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}
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//----------------------------------------------------
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// Handles rotation and setting of the current
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// script file to be used. If szFile is NULL, it
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// will attempt to rotate scripts as per configuration.
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// returns FALSE if it was not able to set the script,
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// true otherwise.
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// Returns the name of the next gamemode
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// Code taken from SetNextScriptFile but required by "gmx" (easiest way without major re-write)
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char *CNetGame::GetNextScriptFile()
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{
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char *szTemp;
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char szCurGameModeConsoleVar[64];
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m_iCurrentGameModeIndex++;
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sprintf(szCurGameModeConsoleVar,"gamemode%u",m_iCurrentGameModeIndex);
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szTemp = strtok(pConsole->GetStringVariable(szCurGameModeConsoleVar), " ");
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// if the var isn't there then cycle back to 0
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if(!szTemp || !strlen(szTemp)) {
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m_iCurrentGameModeIndex = 0;
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sprintf(szCurGameModeConsoleVar,"gamemode%u",m_iCurrentGameModeIndex);
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szTemp = strtok(pConsole->GetStringVariable(szCurGameModeConsoleVar), " ");
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}
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// if it's still NULL then we've got an error.
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if(!szTemp || !strlen(szTemp)) return NULL;
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return szTemp;
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}
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//----------------------------------------------------
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void CNetGame::Init(BOOL bFirst)
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{
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m_iSpawnsAvailable = 0;
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@ -80,6 +80,7 @@ public:
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CGameMode * GetGameMode() { return m_pGameMode; };
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CFilterScripts * GetFilterScripts() { return m_pFilterScripts; };
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char *GetNextScriptFile();
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void LoadAllFilterscripts();
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void Process();
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