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Don't execute old commands from previous map when initializing cgame
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parent
a2e4f1dc25
commit
0644bc2967
1 changed files with 11 additions and 4 deletions
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@ -944,10 +944,17 @@ void CL_InitCGame( void ) {
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CL_InitClientSavedData();
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CL_InitClientSavedData();
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}
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}
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// init for this gamestate
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if (cl.snap.valid) {
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// use the lastExecutedServerCommand instead of the serverCommandSequence
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// init for this gamestate
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// otherwise server commands sent just before a gamestate are dropped
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// use the lastExecutedServerCommand instead of the serverCommandSequence
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cge->CG_Init( &cgi, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum );
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// otherwise server commands sent just before a gamestate are dropped
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cge->CG_Init(&cgi, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum);
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} else {
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// executing client commands from previous map/server might be an issue, some commands might be cs commands,
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// like old CS_SYSTEMINFO configstrings which still contain the sv_serverId from previous map.
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// It would cause the client to lose the game state number
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cge->CG_Init(&cgi, clc.serverMessageSequence, clc.serverCommandSequence, clc.clientNum);
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}
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ClearNewConfigFlag();
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ClearNewConfigFlag();
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TIKI_FinishLoad();
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TIKI_FinishLoad();
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