Net_LinkEntity(net_notif, FALSE, 0, Net_Write_Notification);
- if((!server_is_local) && (broadcast == NOTIF_ANY || broadcast == NOTIF_ANY_EXCEPT) && (net_type != MSG_CENTER))
+ if(server_is_dedicated && (broadcast == NOTIF_ANY || broadcast == NOTIF_ANY_EXCEPT) && (net_type != MSG_CENTER))
{
Local_Notification_WOVA(
net_type, net_name,
}*/
return "";
}
+
+#ifdef SVQC
+void dedicated_print(string input) // print(), but only print if the server is not local
+{
+ if(server_is_dedicated) { print(input); }
+}
+#endif
string count_fill(float interval, string zeroth, string first, string second, string third, string multi);
string process_time(string fields, float seconds);
+
+#ifdef SVQC
+void dedicated_print(string input);
+#endif
float maxclients;
-// flags set on worldspawn so that the code knows if it is dedicated or not
+// flag set on worldspawn so that the code knows if it is dedicated or not
float server_is_dedicated;
-float server_is_local;
// Fields
head = nextent(head);
}
- if(cvar_defstring("is_dedicated"))
- {
- server_is_dedicated = TRUE;
- server_is_local = FALSE;
- }
- else
- {
- server_is_dedicated = FALSE;
- server_is_local = TRUE;
- }
+ server_is_dedicated = (cvar_defstring("is_dedicated") ? TRUE : FALSE);
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
return TRUE;
return FALSE;
}
-
-void dedicated_print(string input) // print(), but only print if the server is not local
-{
- if not(server_is_local) { print(input); }
-}
else { Send_Notification(NOTIF_ONE_ONLY, tmp_entity, MSG_INFO, APP_TEAM_ENT_2(flag, INFO_CTF_CAPTURE_), player.netname); }
}
- // notify server log too
- if not(server_is_local)
+ // the previous notification broadcast is only sent to real clients, this will notify server log too
+ if(server_is_dedicated)
{
if(autocvar_notification_ctf_capture_verbose)
{