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Räume sv_init.c auf
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1 changed files with 342 additions and 307 deletions
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@ -1,91 +1,101 @@
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Server startup.
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*
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* =======================================================================
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*/
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#include "header/server.h"
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server_static_t svs; // persistant server info
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server_t sv; // local server
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server_static_t svs; /* persistant server info */
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server_t sv; /* local server */
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/*
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================
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SV_FindIndex
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================
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*/
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int SV_FindIndex (char *name, int start, int max, qboolean create)
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int
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SV_FindIndex ( char *name, int start, int max, qboolean create )
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{
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int i;
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if ( !name || !name [ 0 ] )
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return 0;
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{
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return ( 0 );
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}
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for ( i = 1; i < max && sv.configstrings [ start + i ] [ 0 ]; i++ )
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{
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if ( !strcmp( sv.configstrings [ start + i ], name ) )
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return i;
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{
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return ( i );
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}
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}
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if ( !create )
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return 0;
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{
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return ( 0 );
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}
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if ( i == max )
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{
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Com_Error( ERR_DROP, "*Index: overflow" );
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}
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strncpy( sv.configstrings [ start + i ], name, sizeof ( sv.configstrings [ i ] ) );
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if ( sv.state != ss_loading )
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{ // send the update to everyone
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{
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/* send the update to everyone */
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MSG_WriteChar( &sv.multicast, svc_configstring );
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MSG_WriteShort( &sv.multicast, start + i );
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MSG_WriteString( &sv.multicast, name );
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SV_Multicast( vec3_origin, MULTICAST_ALL_R );
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}
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return i;
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return ( i );
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}
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int SV_ModelIndex (char *name)
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int
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SV_ModelIndex ( char *name )
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{
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return SV_FindIndex (name, CS_MODELS, MAX_MODELS, true);
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return ( SV_FindIndex( name, CS_MODELS, MAX_MODELS, true ) );
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}
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int SV_SoundIndex (char *name)
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int
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SV_SoundIndex ( char *name )
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{
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return SV_FindIndex (name, CS_SOUNDS, MAX_SOUNDS, true);
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return ( SV_FindIndex( name, CS_SOUNDS, MAX_SOUNDS, true ) );
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}
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int SV_ImageIndex (char *name)
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int
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SV_ImageIndex ( char *name )
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{
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return SV_FindIndex (name, CS_IMAGES, MAX_IMAGES, true);
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return ( SV_FindIndex( name, CS_IMAGES, MAX_IMAGES, true ) );
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}
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress the update messages
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to the clients -- only the fields that differ from the
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baseline will be transmitted
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================
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* Entity baselines are used to compress the update messages
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* to the clients -- only the fields that differ from the
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* baseline will be transmitted
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*/
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void SV_CreateBaseline (void)
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void
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SV_CreateBaseline ( void )
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{
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edict_t *svent;
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int entnum;
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@ -93,105 +103,113 @@ void SV_CreateBaseline (void)
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for ( entnum = 1; entnum < ge->num_edicts; entnum++ )
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{
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svent = EDICT_NUM( entnum );
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if ( !svent->inuse )
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{
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continue;
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}
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if ( !svent->s.modelindex && !svent->s.sound && !svent->s.effects )
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{
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continue;
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}
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svent->s.number = entnum;
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//
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// take current state as baseline
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//
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/* take current state as baseline */
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VectorCopy( svent->s.origin, svent->s.old_origin );
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sv.baselines [ entnum ] = svent->s;
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}
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}
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/*
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=================
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SV_CheckForSavegame
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=================
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*/
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void SV_CheckForSavegame (void)
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void
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SV_CheckForSavegame ( void )
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{
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char name [ MAX_OSPATH ];
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FILE *f;
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int i;
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if ( sv_noreload->value )
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{
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return;
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}
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if ( Cvar_VariableValue( "deathmatch" ) )
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{
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return;
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}
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Com_sprintf( name, sizeof ( name ), "%s/save/current/%s.sav", FS_Gamedir(), sv.name );
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f = fopen( name, "rb" );
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if ( !f )
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return; // no savegame
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{
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return; /* no savegame */
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}
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fclose( f );
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SV_ClearWorld();
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// get configstrings and areaportals
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/* get configstrings and areaportals */
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SV_ReadLevelFile();
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if ( !sv.loadgame )
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{ // coming back to a level after being in a different
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// level, so run it for ten seconds
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{
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/* coming back to a level after being in a different
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level, so run it for ten seconds */
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// rlava2 was sending too many lightstyles, and overflowing the
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// reliable data. temporarily changing the server state to loading
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// prevents these from being passed down.
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server_state_t previousState; // PGM
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server_state_t previousState;
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previousState = sv.state;
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sv.state = ss_loading;
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previousState = sv.state; // PGM
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sv.state = ss_loading; // PGM
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for ( i = 0; i < 100; i++ )
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{
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ge->RunFrame();
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sv.state = previousState; // PGM
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}
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}
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sv.state = previousState;
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}
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}
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/*
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================
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SV_SpawnServer
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Change the server to a new map, taking all connected
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clients along with it.
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================
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* Change the server to a new map, taking all connected
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* clients along with it.
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*/
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void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame)
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void
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SV_SpawnServer ( char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame )
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{
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int i;
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unsigned checksum;
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if ( attractloop )
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{
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Cvar_Set( "paused", "0" );
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}
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Com_Printf( "------- server initialization ------\n" );
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Com_DPrintf( "SpawnServer: %s\n", server );
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if (sv.demofile)
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FS_FCloseFile ((size_t)sv.demofile);
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svs.spawncount++; // any partially connected client will be
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// restarted
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if ( sv.demofile )
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{
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FS_FCloseFile( (size_t) sv.demofile );
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}
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svs.spawncount++; /* any partially connected client will be restarted */
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sv.state = ss_dead;
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Com_SetServerState( sv.state );
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// wipe the entire per-level structure
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/* wipe the entire per-level structure */
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memset( &sv, 0, sizeof ( sv ) );
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svs.realtime = 0;
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sv.loadgame = loadgame;
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sv.attractloop = attractloop;
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// save name for levels that don't set message
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/* save name for levels that don't set message */
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strcpy( sv.configstrings [ CS_NAME ], server );
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if ( Cvar_VariableValue( "deathmatch" ) )
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{
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sprintf( sv.configstrings [ CS_AIRACCEL ], "%g", sv_airaccelerate->value );
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strcpy( sv.name, server );
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// leave slots at start for clients only
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/* leave slots at start for clients only */
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for ( i = 0; i < maxclients->value; i++ )
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{
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// needs to reconnect
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/* needs to reconnect */
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if ( svs.clients [ i ].state > cs_connected )
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{
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svs.clients [ i ].state = cs_connected;
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}
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svs.clients [ i ].lastframe = -1;
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}
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if ( serverstate != ss_game )
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{
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sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map
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sv.models [ 1 ] = CM_LoadMap( "", false, &checksum ); /* no real map */
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}
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else
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{
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Com_sprintf (sv.configstrings[CS_MODELS+1],sizeof(sv.configstrings[CS_MODELS+1]),
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"maps/%s.bsp", server);
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Com_sprintf( sv.configstrings [ CS_MODELS + 1 ],
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sizeof ( sv.configstrings [ CS_MODELS + 1 ] ), "maps/%s.bsp", server );
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sv.models [ 1 ] = CM_LoadMap( sv.configstrings [ CS_MODELS + 1 ], false, &checksum );
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}
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Com_sprintf( sv.configstrings [ CS_MAPCHECKSUM ], sizeof ( sv.configstrings [ CS_MAPCHECKSUM ] ),
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"%i", checksum );
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//
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// clear physics interaction links
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//
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/* clear physics interaction links */
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SV_ClearWorld();
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for ( i = 1; i < CM_NumInlineModels(); i++ )
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sv.models [ i + 1 ] = CM_InlineModel( sv.configstrings [ CS_MODELS + 1 + i ] );
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}
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//
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// spawn the rest of the entities on the map
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//
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// precache and static commands can be issued during
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// map initialization
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/* spawn the rest of the entities on the map */
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sv.state = ss_loading;
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Com_SetServerState( sv.state );
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// load and spawn all other entities
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/* load and spawn all other entities */
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ge->SpawnEntities( sv.name, CM_EntityString(), spawnpoint );
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// run two frames to allow everything to settle
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/* run two frames to allow everything to settle */
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ge->RunFrame();
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ge->RunFrame();
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//verify game didn't clobber important stuff
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/* verify game didn't clobber important stuff */
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if ( (int) checksum != atoi( sv.configstrings [ CS_MAPCHECKSUM ] ) )
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{
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Com_Error( ERR_DROP, "Game DLL corrupted server configstrings" );
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}
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// all precaches are complete
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/* all precaches are complete */
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sv.state = serverstate;
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Com_SetServerState( sv.state );
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// create a baseline for more efficient communications
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/* create a baseline for more efficient communications */
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SV_CreateBaseline();
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// check for a savegame
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/* check for a savegame */
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SV_CheckForSavegame();
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// set serverinfo variable
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/* set serverinfo variable */
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Cvar_FullSet( "mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET );
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Cvar_SetValue( "windowed_mouse", 1 );
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@ -284,13 +301,10 @@ void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate,
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}
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/*
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==============
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SV_InitGame
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A brand new game has been started
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==============
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* A brand new game has been started
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*/
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void SV_InitGame (void)
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void
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SV_InitGame ( void )
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{
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int i;
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edict_t *ent;
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|
@ -298,18 +312,20 @@ void SV_InitGame (void)
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if ( svs.initialized )
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{
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// cause any connected clients to reconnect
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/* cause any connected clients to reconnect */
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SV_Shutdown( "Server restarted\n", true );
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}
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#ifndef DEDICATED_ONLY
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else
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{
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// make sure the client is down
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/* make sure the client is down */
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CL_Drop();
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SCR_BeginLoadingPlaque();
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}
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#endif
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// get any latched variable changes (maxclients, etc)
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/* get any latched variable changes (maxclients, etc) */
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Cvar_GetLatchedVars();
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svs.initialized = true;
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|
@ -320,28 +336,36 @@ void SV_InitGame (void)
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Cvar_FullSet( "coop", "0", CVAR_SERVERINFO | CVAR_LATCH );
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}
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// dedicated servers are can't be single player and are usually DM
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// so unless they explicity set coop, force it to deathmatch
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/* dedicated servers can't be single player and are usually DM
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so unless they explicity set coop, force it to deathmatch */
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if ( dedicated->value )
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{
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if ( !Cvar_VariableValue( "coop" ) )
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{
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Cvar_FullSet( "deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH );
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}
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}
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// init clients
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/* init clients */
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if ( Cvar_VariableValue( "deathmatch" ) )
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{
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if ( maxclients->value <= 1 )
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{
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Cvar_FullSet( "maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH );
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}
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else if ( maxclients->value > MAX_CLIENTS )
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{
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Cvar_FullSet( "maxclients", va( "%i", MAX_CLIENTS ), CVAR_SERVERINFO | CVAR_LATCH );
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}
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}
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else if ( Cvar_VariableValue( "coop" ) )
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{
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if (maxclients->value <= 1 || maxclients->value > 4)
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if ( ( maxclients->value <= 1 ) || ( maxclients->value > 4 ) )
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{
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Cvar_FullSet( "maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH );
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}
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else // non-deathmatch, non-coop is one player
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}
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else /* non-deathmatch, non-coop is one player */
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{
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Cvar_FullSet( "maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH );
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}
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|
@ -351,16 +375,17 @@ void SV_InitGame (void)
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svs.num_client_entities = maxclients->value * UPDATE_BACKUP * 64;
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svs.client_entities = Z_Malloc( sizeof ( entity_state_t ) * svs.num_client_entities );
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// init network stuff
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/* init network stuff */
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NET_Config( ( maxclients->value > 1 ) );
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// heartbeats will always be sent to the id master
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svs.last_heartbeat = -99999; // send immediately
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/* heartbeats will always be sent to the id master */
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svs.last_heartbeat = -99999; /* send immediately */
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Com_sprintf( idmaster, sizeof ( idmaster ), "192.246.40.37:%i", PORT_MASTER );
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NET_StringToAdr( idmaster, &master_adr [ 0 ] );
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// init game
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/* init game */
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SV_InitGameProgs();
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for ( i = 0; i < maxclients->value; i++ )
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{
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ent = EDICT_NUM( i + 1 );
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||||
|
@ -370,24 +395,20 @@ void SV_InitGame (void)
|
|||
}
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||||
}
|
||||
|
||||
|
||||
/*
|
||||
======================
|
||||
SV_Map
|
||||
|
||||
the full syntax is:
|
||||
|
||||
map [*]<map>$<startspot>+<nextserver>
|
||||
|
||||
command from the console or progs.
|
||||
Map can also be a.cin, .pcx, or .dm2 file
|
||||
Nextserver is used to allow a cinematic to play, then proceed to
|
||||
another level:
|
||||
|
||||
map tram.cin+jail_e3
|
||||
======================
|
||||
* the full syntax is:
|
||||
*
|
||||
* map [*]<map>$<startspot>+<nextserver>
|
||||
*
|
||||
* command from the console or progs.
|
||||
* Map can also be a.cin, .pcx, or .dm2 file
|
||||
* Nextserver is used to allow a cinematic to play, then proceed to
|
||||
* another level:
|
||||
*
|
||||
* map tram.cin+jail_e3
|
||||
*/
|
||||
void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
|
||||
void
|
||||
SV_Map ( qboolean attractloop, char *levelstring, qboolean loadgame )
|
||||
{
|
||||
char level [ MAX_QPATH ];
|
||||
char *ch;
|
||||
|
@ -397,60 +418,73 @@ void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
|
|||
sv.loadgame = loadgame;
|
||||
sv.attractloop = attractloop;
|
||||
|
||||
if (sv.state == ss_dead && !sv.loadgame)
|
||||
SV_InitGame (); // the game is just starting
|
||||
if ( ( sv.state == ss_dead ) && !sv.loadgame )
|
||||
{
|
||||
SV_InitGame(); /* the game is just starting */
|
||||
}
|
||||
|
||||
strcpy( level, levelstring );
|
||||
|
||||
// if there is a + in the map, set nextserver to the remainder
|
||||
/* if there is a + in the map, set nextserver to the remainder */
|
||||
ch = strstr( level, "+" );
|
||||
|
||||
if ( ch )
|
||||
{
|
||||
*ch = 0;
|
||||
Cvar_Set( "nextserver", va( "gamemap \"%s\"", ch + 1 ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
Cvar_Set( "nextserver", "" );
|
||||
}
|
||||
|
||||
//ZOID special hack for end game screen in coop mode
|
||||
/* hack for end game screen in coop mode */
|
||||
if ( Cvar_VariableValue( "coop" ) && !Q_stricmp( level, "victory.pcx" ) )
|
||||
{
|
||||
Cvar_Set( "nextserver", "gamemap \"*base1\"" );
|
||||
}
|
||||
|
||||
// if there is a $, use the remainder as a spawnpoint
|
||||
/* if there is a $, use the remainder as a spawnpoint */
|
||||
ch = strstr( level, "$" );
|
||||
|
||||
if ( ch )
|
||||
{
|
||||
*ch = 0;
|
||||
strcpy( spawnpoint, ch + 1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnpoint [ 0 ] = 0;
|
||||
}
|
||||
|
||||
// skip the end-of-unit flag if necessary
|
||||
/* skip the end-of-unit flag if necessary */
|
||||
if ( level [ 0 ] == '*' )
|
||||
{
|
||||
memmove( level, level + 1, strlen( level ) + 1 );
|
||||
}
|
||||
|
||||
l = strlen( level );
|
||||
if (l > 4 && !strcmp (level+l-4, ".cin") )
|
||||
|
||||
if ( ( l > 4 ) && !strcmp( level + l - 4, ".cin" ) )
|
||||
{
|
||||
#ifndef DEDICATED_ONLY
|
||||
SCR_BeginLoadingPlaque (); // for local system
|
||||
SCR_BeginLoadingPlaque(); /* for local system */
|
||||
#endif
|
||||
SV_BroadcastCommand( "changing\n" );
|
||||
SV_SpawnServer( level, spawnpoint, ss_cinematic, attractloop, loadgame );
|
||||
}
|
||||
else if (l > 4 && !strcmp (level+l-4, ".dm2") )
|
||||
else if ( ( l > 4 ) && !strcmp( level + l - 4, ".dm2" ) )
|
||||
{
|
||||
#ifndef DEDICATED_ONLY
|
||||
SCR_BeginLoadingPlaque (); // for local system
|
||||
SCR_BeginLoadingPlaque(); /* for local system */
|
||||
#endif
|
||||
SV_BroadcastCommand( "changing\n" );
|
||||
SV_SpawnServer( level, spawnpoint, ss_demo, attractloop, loadgame );
|
||||
}
|
||||
else if (l > 4 && !strcmp (level+l-4, ".pcx") )
|
||||
else if ( ( l > 4 ) && !strcmp( level + l - 4, ".pcx" ) )
|
||||
{
|
||||
#ifndef DEDICATED_ONLY
|
||||
SCR_BeginLoadingPlaque (); // for local system
|
||||
SCR_BeginLoadingPlaque(); /* for local system */
|
||||
#endif
|
||||
SV_BroadcastCommand( "changing\n" );
|
||||
SV_SpawnServer( level, spawnpoint, ss_pic, attractloop, loadgame );
|
||||
|
@ -458,7 +492,7 @@ void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
|
|||
else
|
||||
{
|
||||
#ifndef DEDICATED_ONLY
|
||||
SCR_BeginLoadingPlaque (); // for local system
|
||||
SCR_BeginLoadingPlaque(); /* for local system */
|
||||
#endif
|
||||
SV_BroadcastCommand( "changing\n" );
|
||||
SV_SendClientMessages();
|
||||
|
@ -468,3 +502,4 @@ void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
|
|||
|
||||
SV_BroadcastCommand( "reconnect\n" );
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue