From a6e7fddfc8e56f762933c193017c11fadcf4df54 Mon Sep 17 00:00:00 2001 From: havoc Date: Sat, 3 Oct 2009 02:09:51 +0000 Subject: [PATCH] enable networking clients as legacy even with sv_onlycsqcnetworking git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9285 d7cf8633-e32d-0410-b094-e92efae38249 --- sv_main.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/sv_main.c b/sv_main.c index 3886f9aa..a7d61496 100644 --- a/sv_main.c +++ b/sv_main.c @@ -128,7 +128,7 @@ cvar_t sv_warsowbunny_accel = {0, "sv_warsowbunny_accel", "0.1585", "how fast yo cvar_t sv_warsowbunny_topspeed = {0, "sv_warsowbunny_topspeed", "925", "soft speed limit (can get faster with rjs and on ramps)"}; cvar_t sv_warsowbunny_turnaccel = {0, "sv_warsowbunny_turnaccel", "0", "max sharpness of turns (also master switch for the sv_warsowbunny_* mode; set this to 9 to enable)"}; cvar_t sv_warsowbunny_backtosideratio = {0, "sv_warsowbunny_backtosideratio", "0.8", "lower values make it easier to change direction without losing speed; the drawback is \"understeering\" in sharp turns"}; -cvar_t sv_onlycsqcnetworking = {0, "sv_onlycsqcnetworking", "0", "disables legacy entity networking code for higher performance"}; +cvar_t sv_onlycsqcnetworking = {0, "sv_onlycsqcnetworking", "0", "disables legacy entity networking code for higher performance (except on clients, which can still be legacy)"}; cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.0138889", "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), 0.0138889 matches QuakeWorld physics"}; cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"}; cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"}; @@ -1019,8 +1019,9 @@ static qboolean SV_PrepareEntityForSending (prvm_edict_t *ent, entity_state_t *c prvm_eval_t *val, *val2; // fast path for games that do not use legacy entity networking + // note: still networks clients even if they are legacy sendentity = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.SendEntity)->function; - if (sv_onlycsqcnetworking.integer && !sendentity) + if (sv_onlycsqcnetworking.integer && !sendentity && enumber > svs.maxclients) return false; // this 2 billion unit check is actually to detect NAN origins -- 2.39.2