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Fix loading Coop savegames without starting server first
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1 changed files with 11 additions and 2 deletions
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@ -645,7 +645,16 @@ SV_FinalMessage(char *message, qboolean reconnect)
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}
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/* stagger the packets to crutch operating system limited buffers */
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/* stagger the packets to crutch operating system limited buffers */
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for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
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/* DG: we can't just use the maxclients cvar here for the number of clients,
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* because this is called by SV_Shutdown() and the shut down server might have
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* a different number of clients (e.g. 1 if it's single player), when maxclients
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* has already been set to a higher value for multiplayer (e.g. 4 for coop)
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* Luckily, svs.num_client_entities = maxclients->value * UPDATE_BACKUP * 64;
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* with the maxclients value from when the current server was started (see SV_InitGame())
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* so we can just calculate the right number of clients from that
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*/
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int numClients = svs.num_client_entities / ( UPDATE_BACKUP * 64 );
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for (i = 0, cl = svs.clients; i < numClients; i++, cl++)
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{
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{
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if (cl->state >= cs_connected)
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if (cl->state >= cs_connected)
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{
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{
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@ -654,7 +663,7 @@ SV_FinalMessage(char *message, qboolean reconnect)
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}
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}
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}
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}
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for (i = 0, cl = svs.clients; i < maxclients->value; i++, cl++)
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for (i = 0, cl = svs.clients; i < numClients; i++, cl++)
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{
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{
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if (cl->state >= cs_connected)
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if (cl->state >= cs_connected)
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{
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{
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