Demos are special. To the client they're more or less the same as normal
maps, the only difference is that the client never joines the server. So
we're never getting the first valid frame txpaht indicates the end of
the connection process. We're using that one to drop out of pause
mode... As a result the client stays in pause mode forever and "hangs".
Work around this by entering pause mode only if the local server is in
state ss_game. Demos are ss_demo. There're some more states for
cinematics, pictures, etc. Since the player can't save in those states
it should be save not check them.
This prevenits the worlds from advancing during client connect. The
player won't get attacked by monsters or hurt by the environment. Note
that in baseq2 there're still 4 world frames processed by the game and
100 world frames if the player enters a level that he or she already
visited. Both aren't a big problem, 4 world frames are hardly enough
for monsters starting to attack and in most levels the starting area
can't be reached by monsters and is free from environmental effects.
Pause mode is only entered for local servers and only in single player
mode. This should prevent problems with coop and deathmatch games.
The behaviour can be controlled by `cl_loadpaused`:
* `0`: Do not enter pause mode, Vanilla Quake I behaviour.
* `1`: Enter pause mode at load and leave it at first regular server
frame.
* `2`: Enter pause mode at load, never leave it. The player must leave
it by hand.
This was requested in issue #417.
We're printing only the two relevant informations: A download was queued
and a download finished or failed. That's enough to see what's going on
and not too noisy.
This is a very first cut:
* It compiles
* It doesn't crash
What's missing:
* cmake integration
* CURL should be loaded dynamically
* Integration between download code and filesystem
* Likely UTF-8 stuff
* cl_http.c needs cleanup
* Windows support
The 'game' command was more or less functional after the last commit.
We just need to reset the initialGame (renamed to userGivenGame) so we
don't revert back to the old game at server disconnect.
When connecting to a multiplayer game that runs a different mod
("game" cvar) than you are, it didn't load the corresponging configs
from the mod, but saved your changes to the config to the mod's config.
Which is doubly useless.
Now when the "game" cvar is changed, the configs are reloaded (from
the right directories for the mod), and when disconnecting the configs
are written, so the changes you did for a mod while playing MP are saved
before game is reset to the game you started with.
Revert "change several strcat calls to Q_strlcat calls"
This reverts commit ab879f1bc7.
Revert "change (v)sprintf calls to (v)snprintf calls"
This reverts commit b46e210d76.