Added cl_waitforsave

- cl_waitforsave (default true) pauses the game timer when a save
starts, preventing the network buffer from trying to compensate for slow
saves.
This commit is contained in:
Edward Richardson 2014-12-10 20:55:00 +13:00
parent b2452b806e
commit c339bb33cf

View file

@ -116,6 +116,7 @@ CVAR (Bool, chasedemo, false, 0);
CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
CVAR (Bool, cl_waitforsave, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
EXTERN_CVAR (Float, con_midtime);
//==========================================================================
@ -2147,6 +2148,9 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
filename = G_BuildSaveName ("demosave.zds", -1);
}
if (cl_waitforsave)
I_FreezeTime(true);
insave = true;
G_SnapshotLevel ();
@ -2156,6 +2160,7 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
{
Printf ("Could not create savegame '%s'\n", filename.GetChars());
insave = false;
I_FreezeTime(false);
return;
}
@ -2232,6 +2237,7 @@ void G_DoSaveGame (bool okForQuicksave, FString filename, const char *descriptio
}
insave = false;
I_FreezeTime(false);
}