mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 13:47:58 +03:00
Don't execute old commands from previous map when initializing cgame
This commit is contained in:
parent
a2e4f1dc25
commit
0644bc2967
1 changed files with 11 additions and 4 deletions
|
@ -944,10 +944,17 @@ void CL_InitCGame( void ) {
|
|||
CL_InitClientSavedData();
|
||||
}
|
||||
|
||||
// init for this gamestate
|
||||
// use the lastExecutedServerCommand instead of the serverCommandSequence
|
||||
// otherwise server commands sent just before a gamestate are dropped
|
||||
cge->CG_Init( &cgi, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum );
|
||||
if (cl.snap.valid) {
|
||||
// init for this gamestate
|
||||
// use the lastExecutedServerCommand instead of the serverCommandSequence
|
||||
// otherwise server commands sent just before a gamestate are dropped
|
||||
cge->CG_Init(&cgi, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum);
|
||||
} else {
|
||||
// executing client commands from previous map/server might be an issue, some commands might be cs commands,
|
||||
// like old CS_SYSTEMINFO configstrings which still contain the sv_serverId from previous map.
|
||||
// It would cause the client to lose the game state number
|
||||
cge->CG_Init(&cgi, clc.serverMessageSequence, clc.serverCommandSequence, clc.clientNum);
|
||||
}
|
||||
|
||||
ClearNewConfigFlag();
|
||||
TIKI_FinishLoad();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue