Avoid intro camera switching when only 1 trigger_camera available #873
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This PR omits the logic that changes the player's introduction camera to it (the same), which forces a rather annoying change of angles because there is no behavior that verifies if there is more than just one trigger_camera.
m_bMapHasCameras
member fromCSGameRules
changed type toint
, which is the same asBOOL
internally, and it counts the number oftrigger_camera
entities in the map.ClientPutInServer
.CSGameRules
class is now -1 (ToDo: I don't think I need to enclose that with the fixes macro).m_fIntroCamTime
is assigned to 0.0 if there's just only onetrigger_camera
, so it wont force an unnecesary camera updating every 6 seconds. A simple condition was added in the related thinking functionJoiningThink
.CheckLevelInitialized
on the counting ofinfo_player_*
entities using the added functionUTIL_CountEntities
.