Ive just gotta show this off,
Thanks to alot of help by elgan, i was able to make a new feature which is i think by far the best thing i've ever added to it.
Now what you can do is:
You can minimize customspy to your taskbar where you only have a little icon.
As long as the program is running. no matter how you join a server you will download all the maps needed. If you dont have the maps on the server a download screen InGame will come up and you will download the maps. The game will reboot and reconnect you to the server.
InGame Demo - Mpeg Format
InGame Demo - Avi Format
Now there is no more need for any kind of browser support as it will support any launch of the game.
One question i do have to any of you is.
Is there another way to reboot the filesystem other than restarting the game. I find it to be a bit annoying.
I have heard that a vid_restart can do it. gotta mess around with it.[/url]
CS 4.0 preview
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Code: Select all
/*
=================
CL_Vid_Restart_f
Restart the video subsystem
we also have to reload the UI and CGame because the renderer
doesn't know what graphics to reload
=================
*/
void CL_Vid_Restart_f( void ) {
// don't let them loop during the restart
S_StopAllSounds();
// shutdown the UI
CL_ShutdownUI();
// shutdown the CGame
CL_ShutdownCGame();
// shutdown the renderer and clear the renderer interface
CL_ShutdownRef();
// client is no longer pure untill new checksums are sent
CL_ResetPureClientAtServer();
// clear pak references
FS_ClearPakReferences( FS_UI_REF | FS_CGAME_REF );
// reinitialize the filesystem if the game directory or checksum has changed
FS_ConditionalRestart( clc.checksumFeed );
cls.rendererStarted = qfalse;
cls.uiStarted = qfalse;
cls.cgameStarted = qfalse;
cls.soundRegistered = qfalse;
// unpause so the cgame definately gets a snapshot and renders a frame
Cvar_Set( "cl_paused", "0" );
// if not running a server clear the whole hunk
if ( !com_sv_running->integer ) {
// clear the whole hunk
Hunk_Clear();
}
else {
// clear all the client data on the hunk
Hunk_ClearToMark();
}
// initialize the renderer interface
CL_InitRef();
// startup all the client stuff
CL_StartHunkUsers();
// start the cgame if connected
if ( cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
cls.cgameStarted = qtrue;
CL_InitCGame();
// send pure checksums
CL_SendPureChecksums();
}
}

