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@ -1816,14 +1816,14 @@ void CClientState::FinishSignonState_New()
@@ -1816,14 +1816,14 @@ void CClientState::FinishSignonState_New()
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//
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// This is pretty janky, but doesn't really have any cost (and even makes our one-frozen-frame load screen slightly
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// less likely to trigger OS "not responding" warnings)
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// extern void V_RenderVGuiOnly();
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// V_RenderVGuiOnly();
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extern void V_RenderSwapBuffers(); |
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V_RenderSwapBuffers(); |
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// Before we do anything with the whitelist, make sure we have the proper map pack mounted
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// this will load the .bsp by setting the world model the string list at the hardcoded index 1.
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cl.SetModel( 1 ); |
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//V_RenderVGuiOnly();
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V_RenderSwapBuffers(); |
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// Check for a new whitelist. It's good to do it early in the connection process here because if we wait until later,
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// the client may have loaded some files w/o the proper whitelist restrictions and we'd have to reload them.
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