Let the menu progs know when we're actually in a single/multi-player game.
It seems that the maxclients serverinfo key lies to the client, so we work around that by setting our own
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9f13450b01
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4 changed files with 13 additions and 2 deletions
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@ -89,6 +89,12 @@ CSQC_Init(float apilevel, string enginename, float engineversion)
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Sentences_Init();
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Decals_Init();
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Way_Init();
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/* let the menu know we're a multi or a singleplayer game */
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if (serverkeyfloat("sv_playerslots") == 1)
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cvar_set("_menu_singleplayer", "1");
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else
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cvar_set("_menu_singleplayer", "0");
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}
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/* Rendering Caches */
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@ -15,6 +15,7 @@
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*/
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var int autocvar_menu_intro = TRUE;
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var int autocvar__menu_singleplayer;
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#define KEY_UNKNOWN -1
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#define KEY_GAME 0
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@ -293,7 +293,7 @@ menu_multiplayer_draw(void)
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{
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Header_Draw(HEAD_MULTI);
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if (clientstate() == 2 && !g_background) {
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if (!autocvar__menu_singleplayer && clientstate() == 2 && !g_background) {
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Widget_Draw(fn_multiplayer2);
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WLabel_Static(215, 148, m_reslbl[IDS_MULTI_RESUMEHELP], 10, 10, col_help,
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@ -357,7 +357,7 @@ menu_multiplayer_input(float evtype, float scanx, float chary, float devid)
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if (g_connectstatus)
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return;
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if (clientstate() == 2 && !g_background)
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if (!autocvar__menu_singleplayer && clientstate() == 2 && !g_background)
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Widget_Input(fn_multiplayer2, evtype, scanx, chary, devid);
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else
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Widget_Input(fn_multiplayer, evtype, scanx, chary, devid);
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@ -416,6 +416,10 @@ void initents(void)
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} else {
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forceinfokey(world, "background", "0");
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}
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/* the maxclients serverinfo key? yeah, that one lies to the client. so
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* let's add our own that we can actually trust. */
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forceinfokey(world, "sv_playerslots", cvar_string("sv_playerslots"));
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}
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/*
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