Originally posted by golden_boy
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That being said, here is what the vote-map code is doing so you can adapt it.
When someone respawns, it needs to preserve their voting state instead of simply resetting everything, so
void ()
SetNewParms2 =
{
parm1 = IT_SHOTGUN | IT_AXE;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
parm10 = self.pflag;
};
SetNewParms2 =
{
parm1 = IT_SHOTGUN | IT_AXE;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
parm10 = self.pflag;
};
This is preserving their "do they already have binds?" state.
So just make sure that whatever you are doing and however this is being stored in Quake Remake that
1. the "binds sent" state is being preserved upon respawn
2. the "binds sent" state is being reset upon connect/disconnect
3. Gets carried over across a map change.
4. That the state does get checked so that a new connection gets the binds.
By the way, in listen mode and single player ... this code tends to be difficult to test.
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