PRVM_DECLARE_global(input_movevalues)
PRVM_DECLARE_global(input_timelength)
PRVM_DECLARE_global(intermission)
+PRVM_DECLARE_global(intermission_running)
PRVM_DECLARE_global(killed_monsters)
PRVM_DECLARE_global(mapname)
PRVM_DECLARE_global(maxclients)
PRVM_DECLARE_serverglobalfloat(found_secrets)
PRVM_DECLARE_serverglobalfloat(frametime)
PRVM_DECLARE_serverglobalfloat(gettaginfo_parent)
+PRVM_DECLARE_serverglobalfloat(intermission_running)
PRVM_DECLARE_serverglobalfloat(killed_monsters)
PRVM_DECLARE_serverglobalfloat(parm1)
PRVM_DECLARE_serverglobalfloat(parm2)
cvar_t sys_ticrate = {CF_SERVER | CF_ARCHIVE, "sys_ticrate","0.01388889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 1/72 matches QuakeWorld physics"};
cvar_t sv_maxphysicsframesperserverframe = {CF_SERVER, "sv_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
-cvar_t sv_lagreporting_always = {CF_SERVER, "sv_lagreporting_always", "0", "report lag even in singleplayer, listen, or an empty dedicated server"};
+cvar_t sv_lagreporting_always = {CF_SERVER, "sv_lagreporting_always", "0", "report lag even in singleplayer, listen, an empty dedicated server, or during intermission"};
cvar_t sv_lagreporting_strict = {CF_SERVER, "sv_lagreporting_strict", "0", "log any extra frames run to catch up after a holdup (only applies when sv_maxphysicsframesperserverframe > 1)"};
cvar_t sv_threaded = {CF_SERVER, "sv_threaded", "0", "enables a separate thread for server code, improving performance, especially when hosting a game while playing, EXPERIMENTAL, may be crashy"};
if (!svs.threaded)
{
+ prvm_prog_t *prog = SVVM_prog;
+
sv.perf_acc_sleeptime += host.sleeptime;
sv.perf_acc_realtime += time;
if (sv_lagreporting_always.integer)
reporting = true;
- else if (cls.state == ca_dedicated)
+ // bones_was_here: intermission_running isn't declared in dpdefs, but it's used by
+ // id1 Quake, all Quake mods (afaict), Nexuiz and Xonotic.
+ else if (cls.state == ca_dedicated && !PRVM_serverglobalfloat(intermission_running))
{
// Report lag if there's players, so they know it wasn't the network or their machine
for (i = 0; i < svs.maxclients; ++i)