mirror of
https://github.com/YGGverse/xash3d-fwgs.git
synced 2025-01-17 18:40:02 +00:00
Remove useless host.type set, replace HOST_DEDICATED checks by Host_IsDedicated
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becd0eba03
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0681209114
@ -388,7 +388,7 @@ void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, ui
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numi = (short *)(pinhl + 1);
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}
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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{
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// skip frames loading
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if( loaded ) *loaded = true; // done
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@ -1446,7 +1446,7 @@ void FS_Init( void )
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#endif
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// ignore commandlineoption "-game" for other stuff
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if( host.type == HOST_NORMAL || host.type == HOST_DEDICATED )
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if( host.type == HOST_NORMAL || Host_IsDedicated() )
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{
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stringlistinit( &dirs );
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listdirectory( &dirs, "./", false );
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@ -145,7 +145,7 @@ Host_CheckSleep
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*/
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void Host_CheckSleep( void )
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{
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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{
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// let the dedicated server some sleep
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Sys_Sleep( 1 );
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@ -470,7 +470,7 @@ qboolean Host_FilterTime( float time )
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// limit fps to withing tolerable range
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fps = bound( MIN_FPS, fps, MAX_FPS );
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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{
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if(( host.realtime - oldtime ) < ( 1.0 / ( fps + 1.0 )))
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return false;
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@ -746,7 +746,6 @@ void Host_InitCommon( int argc, char **argv, const char *progname, qboolean bCha
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}
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}
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host.type = HOST_NORMAL; // predict state
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host.con_showalways = true;
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#ifdef XASH_DEDICATED
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@ -925,7 +924,7 @@ int EXPORT Host_Main( int argc, char **argv, const char *progname, int bChangeGa
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ID_Init();
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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{
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#ifdef _WIN32
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Wcon_InitConsoleCommands ();
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@ -967,7 +966,7 @@ int EXPORT Host_Main( int argc, char **argv, const char *progname, int bChangeGa
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oldtime = Sys_DoubleTime() - 0.1;
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if( host.type == HOST_DEDICATED && GameState->nextstate == STATE_RUNFRAME )
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if( Host_IsDedicated() && GameState->nextstate == STATE_RUNFRAME )
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Con_Printf( "type 'map <mapname>' to run server... (TAB-autocomplete is working too)\n" );
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// main window message loop
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@ -1450,7 +1450,7 @@ void NET_SendPacket( netsrc_t sock, size_t length, const void *data, netadr_t to
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return;
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#endif
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}
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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{
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MsgDev( D_ERROR, "NET_SendPacket: %s to %s\n", NET_ErrorString(), NET_AdrToString( to ));
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}
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@ -1642,13 +1642,13 @@ static void NET_OpenIP( void )
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if( !port ) port = PORT_SERVER; // forcing to default
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net.ip_sockets[NS_SERVER] = NET_IPSocket( net_ipname->string, port, false );
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if( !NET_IsSocketValid( net.ip_sockets[NS_SERVER] ) && host.type == HOST_DEDICATED )
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if( !NET_IsSocketValid( net.ip_sockets[NS_SERVER] ) && Host_IsDedicated() )
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Host_Error( "Couldn't allocate dedicated server IP port %d.\n", port );
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sv_port = port;
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}
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// dedicated servers don't need client ports
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if( host.type == HOST_DEDICATED ) return;
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if( Host_IsDedicated() ) return;
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if( !NET_IsSocketValid( net.ip_sockets[NS_CLIENT] ) )
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{
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@ -22,7 +22,7 @@ GNU General Public License for more details.
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#define XASH_COLORIZE_CONSOLE
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// use with caution, running engine in Qt Creator may cause a freeze in read() call
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// I was never encountered this bug anywhere else, so still enable by default
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#define XASH_USE_SELECT
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// #define XASH_USE_SELECT
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#endif
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#ifdef XASH_USE_SELECT
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@ -397,7 +397,7 @@ static void SDLash_EventFilter( SDL_Event *event )
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return;
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if( ( host.status == HOST_SHUTDOWN ) ||
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( host.type == HOST_DEDICATED ) )
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( Host_IsDedicated() ) )
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break; // no need to activate
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switch( event->window.event )
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{
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@ -2036,7 +2036,7 @@ void SV_TSourceEngineQuery( netadr_t from )
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MSG_WriteByte( &buf, count );
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MSG_WriteByte( &buf, svs.maxclients );
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MSG_WriteByte( &buf, PROTOCOL_VERSION );
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MSG_WriteByte( &buf, host.type == HOST_DEDICATED ? 'D' : 'L' );
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MSG_WriteByte( &buf, Host_IsDedicated() ? 'D' : 'L' );
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MSG_WriteByte( &buf, 'W' );
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if( Q_stricmp( GI->gamefolder, "valve" ))
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@ -3393,7 +3393,7 @@ pfnIsDedicatedServer
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*/
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int pfnIsDedicatedServer( void )
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{
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return (host.type == HOST_DEDICATED);
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return Host_IsDedicated();
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}
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/*
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@ -568,7 +568,7 @@ void SV_ActivateServer( int runPhysics )
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Log_Printf( "Started map \"%s\" (CRC \"%u\")\n", sv.name, sv.worldmapCRC );
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// dedicated server purge unused resources here
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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Mod_FreeUnused ();
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host.movevars_changed = true;
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@ -709,7 +709,7 @@ void SV_SetupClients( void )
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svs.maxclients = (int)sv_maxclients->value;
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// dedicated servers are can't be single player and are usually DM
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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svs.maxclients = bound( 4, svs.maxclients, MAX_CLIENTS );
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else svs.maxclients = bound( 1, svs.maxclients, MAX_CLIENTS );
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@ -532,7 +532,7 @@ qboolean SV_IsSimulating( void )
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if( !SV_HasActivePlayers( ))
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return false;
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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return true; // always active for dedicated servers
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// allow to freeze everything in singleplayer
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@ -735,7 +735,7 @@ void SV_AddToMaster( netadr_t from, sizebuf_t *msg )
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Info_SetValueForKey( s, "bots", va( "%d", bots ), len ); // bot count
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Info_SetValueForKey( s, "gamedir", GI->gamefolder, len ); // gamedir
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Info_SetValueForKey( s, "map", sv.name, len ); // current map
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Info_SetValueForKey( s, "type", (host.type == HOST_DEDICATED) ? "d" : "l", len ); // dedicated or local
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Info_SetValueForKey( s, "type", (Host_IsDedicated()) ? "d" : "l", len ); // dedicated or local
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Info_SetValueForKey( s, "password", "0", len ); // is password set
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Info_SetValueForKey( s, "os", "w", len ); // Windows
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Info_SetValueForKey( s, "secure", "0", len ); // server anti-cheat
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@ -514,7 +514,7 @@ static void pfnPlaybackEventFull( int flags, int clientindex, word eventindex, f
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ent = EDICT_NUM( clientindex + 1 );
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if( !SV_IsValidEdict( ent )) return;
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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flags |= FEV_NOTHOST; // no local clients for dedicated server
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SV_PlaybackEventFull( flags, ent, eventindex,
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@ -1996,7 +1996,7 @@ qboolean SV_LoadGame( const char *pPath )
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file_t *pFile;
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int flags;
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if( host.type == HOST_DEDICATED )
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if( Host_IsDedicated() )
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return false;
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if( !COM_CheckString( pPath ))
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