Only send cheat vars on client connect instead of every spawn

This commit is contained in:
Scott Brooks 2002-05-21 23:16:30 +00:00
parent ad6602db75
commit fc62e6bc63

View file

@ -5,6 +5,9 @@
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// //
// $Log$ // $Log$
// Revision 1.77 2002/05/21 23:16:30 blaze
// Only send cheat vars on client connect instead of every spawn
//
// Revision 1.76 2002/05/20 04:59:33 jbravo // Revision 1.76 2002/05/20 04:59:33 jbravo
// Lots of small fixes. // Lots of small fixes.
// //
@ -1331,6 +1334,13 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
// JBravo: moved from ClientBegin // JBravo: moved from ClientBegin
client->pers.enterTime = level.time; client->pers.enterTime = level.time;
//Blaze: Send cheat cvars to client
if (!G_SendCheatVars(ent->s.clientNum))
{
Com_Printf("Error loading cvar cfg\n");
//return "Error_loading_cvar_cfg";
}
//Blaze: Send out the breakable names to the clients //Blaze: Send out the breakable names to the clients
if (!isBot && G_SendBreakableInfo(clientNum)) if (!isBot && G_SendBreakableInfo(clientNum))
{ {
@ -1787,13 +1797,6 @@ void ClientSpawn(gentity_t *ent) {
if (g_gametype.integer != GT_TEAMPLAY) if (g_gametype.integer != GT_TEAMPLAY)
ClientEndFrame( ent ); ClientEndFrame( ent );
//Blaze: Send cheat cvars to client
if (!G_SendCheatVars(ent->s.clientNum))
{
Com_Printf("Error loading cvar cfg\n");
//return "Error_loading_cvar_cfg";
}
// clear entity state values // clear entity state values
BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue ); BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
} }