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Old 09-06-2006, 03:26 PM   #116
ensiform
The Stig
 
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Join Date: Nov 2004
Location: Sawtooth Cauldron
Posts: 1,241
Current Game: Borderlands 2
For those not able to understand how the areaportal fix works with non-MB2 code open up g_main.c and look for the following piece of code:

Code:
		if ( ent->s.eType == ET_MOVER ) {
			G_RunMover( ent );
			continue;
		}
below it add:

Code:
		//fix for self-deactivating areaportals in Siege
		if ( ent->s.eType == ET_MOVER && g_gametype.integer == GT_SIEGE && level.intermissiontime)
		{
			if ( !Q_stricmp("func_door", ent->classname) && ent->moverState != MOVER_POS1 )
			{
				SetMoverState( ent, MOVER_POS1, level.time );
				if ( ent->teammaster == ent || !ent->teammaster ) 
				{
					trap_AdjustAreaPortalState( ent, qfalse );
				}

				//stop the looping sound
				ent->s.loopSound = 0;
				ent->s.loopIsSoundset = qfalse;
			}
			continue;
		}


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