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