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- 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
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2 changed files with 4 additions and 3 deletions
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@ -627,7 +627,7 @@ EXTERN_CVAR (Float, sv_gravity)
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bool D_SendServerInfoChange (FBaseCVar *cvar, UCVarValue value, ECVarType type)
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{
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if (gamestate != GS_STARTUP && !demoplayback)
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if (gamestate != GS_STARTUP && !demoplayback && !savegamerestore)
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{
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if (netgame && !players[consoleplayer].settings_controller)
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{
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@ -657,7 +657,7 @@ bool D_SendServerInfoChange (FBaseCVar *cvar, UCVarValue value, ECVarType type)
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bool D_SendServerFlagChange (FBaseCVar *cvar, int bitnum, bool set, bool silent)
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{
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if (gamestate != GS_STARTUP && !demoplayback)
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if (gamestate != GS_STARTUP && !demoplayback && !savegamerestore)
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{
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if (netgame && !players[consoleplayer].settings_controller)
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{
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@ -2041,6 +2041,8 @@ void G_DoLoadGame ()
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primaryLevel->BotInfo.RemoveAllBots(primaryLevel, true);
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savegamerestore = true; // Use the player actors in the savegame
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FString cvar;
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arc("importantcvars", cvar);
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if (!cvar.IsEmpty())
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@ -2066,7 +2068,6 @@ void G_DoLoadGame ()
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G_ReadVisited(arc);
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// load a base level
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savegamerestore = true; // Use the player actors in the savegame
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bool demoplaybacksave = demoplayback;
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G_InitNew(map, false);
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demoplayback = demoplaybacksave;
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