cg_forceModel teamplay fix.

This commit is contained in:
Bryce Hutchings 2002-06-13 19:03:22 +00:00
parent 1aac35f129
commit 892d3161ca
2 changed files with 9 additions and 3 deletions

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.83 2002/06/13 19:03:22 niceass
// cg_forceModel teamplay fix.
//
// Revision 1.82 2002/06/12 22:31:59 slicer
// Even better way to improve the Cvar Anti-Cheat System
//
@ -665,7 +668,7 @@ void CG_UpdateCvars( void ) {
}
// if force model changed
if ( forceModelModificationCount != cg_forceModel.modificationCount ) {
if ( forceModelModificationCount != cg_forceModel.modificationCount && cgs.gametype < GT_TEAM ) {
forceModelModificationCount = cg_forceModel.modificationCount;
CG_ForceModelChange();
}

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.31 2002/06/13 19:03:22 niceass
// cg_forceModel teamplay fix.
//
// Revision 1.30 2002/06/09 18:58:40 makro
// no message
//
@ -1030,7 +1033,7 @@ void CG_NewClientInfo( int clientNum ) {
// model
v = Info_ValueForKey( configstring, "model" );
if ( cg_forceModel.integer ) {
if ( cg_forceModel.integer && cgs.gametype < GT_TEAM ) {
// forcemodel makes everyone use a single model
// to prevent load hitches
char modelStr[MAX_QPATH];
@ -1074,7 +1077,7 @@ void CG_NewClientInfo( int clientNum ) {
// head model
v = Info_ValueForKey( configstring, "hmodel" );
if ( cg_forceModel.integer ) {
if ( cg_forceModel.integer && cgs.gametype < GT_TEAM ) {
// forcemodel makes everyone use a single model
// to prevent load hitches
char modelStr[MAX_QPATH];