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Do the map model checksum byteswapping during the check, don't store it byteswapped, as this breaks a local client.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1032 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Mark Olsen 2005-05-19 01:40:14 +00:00
parent 5a459212f1
commit 0d032cbce9
2 changed files with 3 additions and 3 deletions

View file

@ -842,7 +842,7 @@ void SV_PreSpawn_f (void)
// Con_DPrintf("Client check = %d\n", check);
if (sv_mapcheck.value && check != sv.worldmodel->checksum &&
check != sv.worldmodel->checksum2)
check != LittleLong(sv.worldmodel->checksum2))
if (!sv.demofile || (sv.demofile && !sv.democausesreconnect)) //demo playing causes no check. If it's the return level, check anyway to avoid that loophole.
{
SV_ClientTPrintf (host_client, PRINT_HIGH,

View file

@ -1251,8 +1251,8 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
if (i == LUMP_VISIBILITY || i == LUMP_LEAFS || i == LUMP_NODES)
continue;
mod->checksum2 ^= LittleLong(Com_BlockChecksum(mod_base + header->lumps[i].fileofs,
header->lumps[i].filelen));
mod->checksum2 ^= Com_BlockChecksum(mod_base + header->lumps[i].fileofs,
header->lumps[i].filelen);
}
// Mod_LoadVertexes (&header->lumps[LUMP_VERTEXES]);