int i;
Con_Printf("Client \"%s\" dropped\n", host_client->name);
- // send any final messages (don't check for errors)
if (host_client->netconnection)
{
// free the client (the body stays around)
MSG_WriteByte(&host_client->message, svc_disconnect);
NetConn_SendUnreliableMessage(host_client->netconnection, &host_client->message);
}
-
// break the net connection
NetConn_Close(host_client->netconnection);
host_client->netconnection = NULL;
+ }
- // LordHavoc: don't call QC if server is dead (avoids recursive
- // Host_Error in some mods when they run out of edicts)
- if (sv.active && host_client->edict && host_client->spawned)
- {
- // call the prog function for removing a client
- // this will set the body to a dead frame, among other things
- int saveSelf = pr_global_struct->self;
- pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
- PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
- pr_global_struct->self = saveSelf;
- }
+ // call qc ClientDisconnect function
+ // LordHavoc: don't call QC if server is dead (avoids recursive
+ // Host_Error in some mods when they run out of edicts)
+ if (host_client->active && sv.active && host_client->edict && host_client->spawned)
+ {
+ // call the prog function for removing a client
+ // this will set the body to a dead frame, among other things
+ int saveSelf = pr_global_struct->self;
+ pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
+ PR_ExecuteProgram(pr_global_struct->ClientDisconnect, "QC function ClientDisconnect is missing");
+ pr_global_struct->self = saveSelf;
}
// remove leaving player from scoreboard