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Only send cheat vars on client connect instead of every spawn
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1 changed files with 10 additions and 7 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.77 2002/05/21 23:16:30 blaze
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// Only send cheat vars on client connect instead of every spawn
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//
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// Revision 1.76 2002/05/20 04:59:33 jbravo
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// Revision 1.76 2002/05/20 04:59:33 jbravo
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// Lots of small fixes.
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// Lots of small fixes.
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//
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//
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@ -1331,6 +1334,13 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
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// JBravo: moved from ClientBegin
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// JBravo: moved from ClientBegin
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client->pers.enterTime = level.time;
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client->pers.enterTime = level.time;
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//Blaze: Send cheat cvars to client
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if (!G_SendCheatVars(ent->s.clientNum))
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{
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Com_Printf("Error loading cvar cfg\n");
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//return "Error_loading_cvar_cfg";
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}
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//Blaze: Send out the breakable names to the clients
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//Blaze: Send out the breakable names to the clients
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if (!isBot && G_SendBreakableInfo(clientNum))
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if (!isBot && G_SendBreakableInfo(clientNum))
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{
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{
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@ -1787,13 +1797,6 @@ void ClientSpawn(gentity_t *ent) {
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if (g_gametype.integer != GT_TEAMPLAY)
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if (g_gametype.integer != GT_TEAMPLAY)
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ClientEndFrame( ent );
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ClientEndFrame( ent );
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//Blaze: Send cheat cvars to client
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if (!G_SendCheatVars(ent->s.clientNum))
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{
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Com_Printf("Error loading cvar cfg\n");
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//return "Error_loading_cvar_cfg";
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}
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// clear entity state values
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// clear entity state values
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BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
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BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
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}
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}
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