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https://github.com/YGGverse/xash3d-fwgs.git
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engine: server: execute map change config file before entities precaching.
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parent
8ecffa4663
commit
f649076bc3
@ -588,7 +588,6 @@ void SV_ActivateServer( int runPhysics )
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byte msg_buf[MAX_INIT_MSG];
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byte msg_buf[MAX_INIT_MSG];
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sizebuf_t msg;
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sizebuf_t msg;
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sv_client_t *cl;
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sv_client_t *cl;
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const char *cycle;
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if( !svs.initialized )
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if( !svs.initialized )
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return;
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return;
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@ -674,11 +673,6 @@ void SV_ActivateServer( int runPhysics )
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if( sv.ignored_world_decals )
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if( sv.ignored_world_decals )
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Con_Printf( S_WARN "%i static decals was rejected due buffer overflow\n", sv.ignored_world_decals );
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Con_Printf( S_WARN "%i static decals was rejected due buffer overflow\n", sv.ignored_world_decals );
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cycle = Cvar_VariableString( "mapchangecfgfile" );
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if( COM_CheckString( cycle ))
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Cbuf_AddTextf( "exec %s\n", cycle );
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}
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}
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/*
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/*
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@ -990,8 +984,9 @@ clients along with it.
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*/
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*/
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qboolean SV_SpawnServer( const char *mapname, const char *startspot, qboolean background )
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qboolean SV_SpawnServer( const char *mapname, const char *startspot, qboolean background )
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{
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{
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int i, current_skill;
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int i, current_skill;
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edict_t *ent;
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edict_t *ent;
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const char *cycle;
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SV_SetupClients();
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SV_SetupClients();
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@ -1009,6 +1004,11 @@ qboolean SV_SpawnServer( const char *mapname, const char *startspot, qboolean ba
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svs.timestart = Sys_DoubleTime();
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svs.timestart = Sys_DoubleTime();
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svs.spawncount++; // any partially connected client will be restarted
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svs.spawncount++; // any partially connected client will be restarted
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cycle = Cvar_VariableString( "mapchangecfgfile" );
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if( COM_CheckString( cycle ))
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Cbuf_AddTextf( "exec %s\n", cycle );
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// let's not have any servers with no name
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// let's not have any servers with no name
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if( !COM_CheckString( hostname.string ))
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if( !COM_CheckString( hostname.string ))
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Cvar_Set( "hostname", svgame.dllFuncs.pfnGetGameDescription ? svgame.dllFuncs.pfnGetGameDescription() : FS_Title( ));
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Cvar_Set( "hostname", svgame.dllFuncs.pfnGetGameDescription ? svgame.dllFuncs.pfnGetGameDescription() : FS_Title( ));
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