Reworked networking a little, separating out common code for separate server/master processes.
Reworked glsl bones, so they work based upon the shader's version instead of the driver's version (more robust). Fix te_teleport shader. Track angles for antilag. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5372 fc73d0e0-1445-4013-8a0c-d673dee63da5
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56 changed files with 2026 additions and 964 deletions
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@ -520,7 +520,7 @@ static void IPLog_Identify_f(void)
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//treading carefully here, to avoid dns name lookups weirding everything out.
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IPLog_Identify(&adr, &mask, "Identity of %s", NET_AdrToStringMasked(clean, sizeof(clean), &adr, &mask));
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}
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#ifndef CLIENTONLY
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#ifdef HAVE_SERVER
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else if (sv.active)
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{ //if server is active, walk players to see if there's a name match to get their address and guess an address mask
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client_t *cl;
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@ -537,7 +537,7 @@ static void IPLog_Identify_f(void)
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}
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}
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#endif
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#ifndef SERVERONLY
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#ifdef HAVE_CLIENT
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else if (cls.state >= ca_connected)
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{ //else if client is active, walk players to see if there's a name match, to get their address+mask if known via nq hacks
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int slot;
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@ -630,7 +630,7 @@ static void IPLog_Merge_f(void)
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}
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#endif
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#ifndef SERVERONLY
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#ifdef HAVE_CLIENT //requires UI prompts
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struct certlog_s
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{
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link_t l;
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@ -849,7 +849,7 @@ void Log_Init(void)
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if (COM_CheckParm("-condebug"))
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Cvar_ForceSet(&log_enable[LOG_CONSOLE], "1");
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#ifndef SERVERONLY
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#ifdef HAVE_CLIENT
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ClearLink(&certlog);
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Cmd_AddCommand("dtls_untrustall", CertLog_UntrustAll_f);
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Cmd_AddCommand("dtls_importtrust", CertLog_Import_f);
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