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Fix hanging cutscenes on fast machines (backport from OpenJK)
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1 changed files with 2 additions and 1 deletions
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@ -311,7 +311,8 @@ void SV_SpawnServer( const char *server, ForceReload_e eForceReload, qboolean bA
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SV_InitGameProgs();
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SV_InitGameProgs();
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// run a few frames to allow everything to settle
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// run a few frames to allow everything to settle
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for ( i = 0 ;i < 3 ; i++ ) {
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cvar_t *frameDelay = Cvar_Get("s_spawnFrameDelay", "4", CVAR_TEMP);
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for ( i = 0 ;i < frameDelay->integer ; i++ ) {
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ge->RunFrame( sv.time );
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ge->RunFrame( sv.time );
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sv.time += 100;
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sv.time += 100;
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re.G2API_SetTime(sv.time,G2T_SV_TIME);
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re.G2API_SetTime(sv.time,G2T_SV_TIME);
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