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
This commit is contained in:
Spoike 2018-12-28 00:04:36 +00:00
parent 18280be6e9
commit c6ed692871
56 changed files with 2026 additions and 964 deletions

View file

@ -520,7 +520,7 @@ static void IPLog_Identify_f(void)
//treading carefully here, to avoid dns name lookups weirding everything out.
IPLog_Identify(&adr, &mask, "Identity of %s", NET_AdrToStringMasked(clean, sizeof(clean), &adr, &mask));
}
#ifndef CLIENTONLY
#ifdef HAVE_SERVER
else if (sv.active)
{ //if server is active, walk players to see if there's a name match to get their address and guess an address mask
client_t *cl;
@ -537,7 +537,7 @@ static void IPLog_Identify_f(void)
}
}
#endif
#ifndef SERVERONLY
#ifdef HAVE_CLIENT
else if (cls.state >= ca_connected)
{ //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
int slot;
@ -630,7 +630,7 @@ static void IPLog_Merge_f(void)
}
#endif
#ifndef SERVERONLY
#ifdef HAVE_CLIENT //requires UI prompts
struct certlog_s
{
link_t l;
@ -849,7 +849,7 @@ void Log_Init(void)
if (COM_CheckParm("-condebug"))
Cvar_ForceSet(&log_enable[LOG_CONSOLE], "1");
#ifndef SERVERONLY
#ifdef HAVE_CLIENT
ClearLink(&certlog);
Cmd_AddCommand("dtls_untrustall", CertLog_UntrustAll_f);
Cmd_AddCommand("dtls_importtrust", CertLog_Import_f);