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Fireevent for game over?


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retsam
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Join Date: Aug 2008
Location: so-cal
Old 11-14-2010 , 22:05   Fireevent for game over?
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My brain is fried.....

Is there a way to fireevent in a way to end the map and force a mapchange, rather than using changelevel to change it? I couldnt think if that is possible or not....

Like how at the end of maptime, it displays the scoreboard and gives a slight delay before changing the map?
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pheadxdll
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Join Date: Jun 2008
Old 11-14-2010 , 22:11   Re: Fireevent for game over?
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Firing the event game_over won't do anything as you guessed.

You can call CMultiplayRules::EndMultiplayerGame though and it will end the game, like gungame does. I happen to have some code to do it in linux:

Code:
    StartPrepSDKCall(SDKCall_GameRules);
    PrepSDKCall_SetSignature(SDKLibrary_Server, "@_ZN15CMultiplayRules18EndMultiplayerGameEv", 0);
    g_hEndGame = EndPrepSDKCall();
    if(g_hEndGame == INVALID_HANDLE)
    {
        SetFailState("Could not locate signature for CMultiplayRules::EndMultiplayerGame!");
        return;
    }
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retsam
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Location: so-cal
Old 11-14-2010 , 22:29   Re: Fireevent for game over?
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Right. Ya I had already tried the fireevent game_over deal heh.

Ok cool. So...thats linux only huh? Happen to have sig for windows?

That is basically what I was looking for.
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pheadxdll
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Old 11-14-2010 , 23:08   Re: Fireevent for game over?
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Try using these offsets, its a virtual function:

Windows: 118
Linux: 119

Edit: Just checked out gungame, it's exactly the same. It should work fine for you.
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Last edited by pheadxdll; 11-14-2010 at 23:14.
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retsam
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Location: so-cal
Old 11-14-2010 , 23:15   Re: Fireevent for game over?
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Thanks man, ill mess with it.
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