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engine: server: add sv_autosave cvar
* a1ba: added FCVAR_PRIVILEGED just in case
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@ -438,6 +438,7 @@ extern convar_t sv_uploadmax;
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extern convar_t sv_trace_messages;
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extern convar_t sv_enttools_enable;
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extern convar_t sv_enttools_maxfire;
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extern convar_t sv_autosave;
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extern convar_t deathmatch;
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extern convar_t hostname;
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extern convar_t skill;
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@ -502,7 +502,8 @@ void SV_AutoSave_f( void )
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return;
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}
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SV_SaveGame( "autosave" );
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if( Cvar_VariableInteger( "sv_autosave" ) )
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SV_SaveGame( "autosave" );
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}
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/*
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@ -60,6 +60,7 @@ CVAR_DEFINE_AUTO( sv_log_singleplayer, "0", FCVAR_ARCHIVE, "allows logging in si
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CVAR_DEFINE_AUTO( sv_log_onefile, "0", FCVAR_ARCHIVE, "logs server information to only one file" );
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CVAR_DEFINE_AUTO( sv_trace_messages, "0", FCVAR_LATCH, "enable server usermessages tracing (good for developers)" );
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CVAR_DEFINE_AUTO( sv_master_response_timeout, "4", FCVAR_ARCHIVE, "master server heartbeat response timeout in seconds" );
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CVAR_DEFINE_AUTO( sv_autosave, "1", FCVAR_ARCHIVE|FCVAR_SERVER|FCVAR_PRIVILEGED, "enable autosaving" );
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// game-related cvars
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CVAR_DEFINE_AUTO( mapcyclefile, "mapcycle.txt", 0, "name of multiplayer map cycle configuration file" );
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@ -967,6 +968,7 @@ void SV_Init( void )
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Cvar_RegisterVariable( &sv_master_response_timeout );
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Cvar_RegisterVariable( &sv_background_freeze );
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Cvar_RegisterVariable( &sv_autosave );
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Cvar_RegisterVariable( &mapcyclefile );
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Cvar_RegisterVariable( &motdfile );
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