- Fixed: Server CVars did not immediately revert to their saved values upon loading a save file.

https://forum.zdoom.org/viewtopic.php?f=2&t=70190
This commit is contained in:
Player701 2020-10-12 10:08:59 +03:00 committed by Christoph Oelckers
parent adf306d5b2
commit 69da5c23a3
2 changed files with 4 additions and 3 deletions

View file

@ -627,7 +627,7 @@ EXTERN_CVAR (Float, sv_gravity)
bool D_SendServerInfoChange (FBaseCVar *cvar, UCVarValue value, ECVarType type)
{
if (gamestate != GS_STARTUP && !demoplayback)
if (gamestate != GS_STARTUP && !demoplayback && !savegamerestore)
{
if (netgame && !players[consoleplayer].settings_controller)
{
@ -657,7 +657,7 @@ bool D_SendServerInfoChange (FBaseCVar *cvar, UCVarValue value, ECVarType type)
bool D_SendServerFlagChange (FBaseCVar *cvar, int bitnum, bool set, bool silent)
{
if (gamestate != GS_STARTUP && !demoplayback)
if (gamestate != GS_STARTUP && !demoplayback && !savegamerestore)
{
if (netgame && !players[consoleplayer].settings_controller)
{

View file

@ -2041,6 +2041,8 @@ void G_DoLoadGame ()
primaryLevel->BotInfo.RemoveAllBots(primaryLevel, true);
savegamerestore = true; // Use the player actors in the savegame
FString cvar;
arc("importantcvars", cvar);
if (!cvar.IsEmpty())
@ -2066,7 +2068,6 @@ void G_DoLoadGame ()
G_ReadVisited(arc);
// load a base level
savegamerestore = true; // Use the player actors in the savegame
bool demoplaybacksave = demoplayback;
G_InitNew(map, false);
demoplayback = demoplaybacksave;