yquake2remaster/src/server
Yamagi c9913eb538 Detect if an autosave is loaded and advance world by 100 frames.
Autosaves are special. The are a byproduct of the level change process.
When loaded they aren't respawning the player at it's last position, the
player is relocated to func_playerstart. Since entities spawn at their
start position, the player may end up in the wrong spot.

One example is train.bsp -> base2.bsp. The platform spawns in upper
position, the player in lower position. The platform comes down and
crushes the player.

Most of these cases work by luck when the client isn't paused during
load, because the world advances a few frames before the player is
spawned. Implement a better fix: Detect if an autosave is loaded (name
is save0 or current) and treat it like a map change, advance the world
by 100 frames. We cant use the `autosave` boolean, because it's in the
game savefile.

Fix suggested by @BjossiAlfreds, closes #711.
2021-05-29 17:16:42 +02:00
..
header Detect if an autosave is loaded and advance world by 100 frames. 2021-05-29 17:16:42 +02:00
sv_cmd.c Detect if an autosave is loaded and advance world by 100 frames. 2021-05-29 17:16:42 +02:00
sv_conless.c Send protocol version to client. 2021-03-28 18:48:38 +02:00
sv_entities.c Add missing stdint.h includes. This fixes the build on Windows. 2019-11-13 19:07:49 +01:00
sv_game.c YQ2_ATTR_NORETURN for functions that don't return (Sys_Error() etc) 2020-02-10 17:55:41 +01:00
sv_init.c Detect if an autosave is loaded and advance world by 100 frames. 2021-05-29 17:16:42 +02:00
sv_main.c Implement singleplayer in the dedicated server. 2021-01-17 11:07:46 +01:00
sv_save.c Detect if an autosave is loaded and advance world by 100 frames. 2021-05-29 17:16:42 +02:00
sv_send.c use vsnprint in Com_Printf functions 2020-01-30 22:28:13 +02:00
sv_user.c Allow UDP download from paks that are not numbered. 2019-01-30 17:14:14 +01:00
sv_world.c PVS Studio: Misc. fixes and FIXMEs 2020-02-10 17:55:41 +01:00