self.flags = FL_CLIENT;
self.version_nagtime = time + 10 + random() * 10;
- if(self.netaddress == "local")
- {
- //print("^3server is local!\n");
-
- if(server_is_local)
- error("Multiple local clients???");
- else
- server_is_local = TRUE;
- }
-
if(player_count<0)
{
dprint("BUG player count is lower than zero, this cannot happen!\n");
float maxclients;
-float server_is_local; // innocent until proven guilty by ClientConnect() in cl_client.qc
+// flags set on worldspawn so that the code knows if it is dedicated or not
+float server_is_dedicated;
+float server_is_local;
// Fields
MapInfo_Enumerate();
MapInfo_FilterGametype(MapInfo_CurrentGametype(), MapInfo_CurrentFeatures(), MapInfo_RequiredFlags(), MapInfo_ForbiddenFlags(), 0);
+
+ print("^1YO SAMUAL, CHECK THIS SHIT OUT MOTHERFUCKER! _init spawnfunc was called!\n");
}
void Map_MarkAsRecent(string m);
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;
+ }
+
// needs to be done so early because of the constants they create
CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
CALL_ACCUMULATED_FUNCTION(RegisterGametypes);