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authorAndrey Nazarov <skuller@skuller.net>2008-01-10 22:09:39 +0000
committerAndrey Nazarov <skuller@skuller.net>2008-01-10 22:09:39 +0000
commit6fd8535eefc7e324849016d4fbb06e6488778c8b (patch)
tree682cf66b3ad1c47d1b22cd418a621f00bf7ba518 /source/sv_init.c
parentfef9f789590b48cd5a6438ebfbefe84ce4b85115 (diff)
Always send nonzero areabytes to non-q2pro clients
(fixes hall of mirrors in MVD Waiting Room). Made `deathmatch' and `maxclients' default to `1' and `8' respectively. Made autocompletion work for some console variables too. Made `set' command accept multiple args with spaces, as well as Cvar_Command. Fixed potential crash on entities with EF_BFG bit and out of range skinnum. Levelshots work again now. Made `pingservers' command ping all 64 possible servers. Delete scrap texture on refresh shutdown. Added `leave' command for GTV, switches client to Waiting Room.
Diffstat (limited to 'source/sv_init.c')
-rw-r--r--source/sv_init.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/sv_init.c b/source/sv_init.c
index 045517d..a2c34d9 100644
--- a/source/sv_init.c
+++ b/source/sv_init.c
@@ -365,7 +365,7 @@ void SV_Map (const char *levelstring, qboolean restart) {
}
SCR_BeginLoadingPlaque(); // for local system
- SV_BroadcastCommand( "changing\n" );
+ SV_BroadcastCommand( "changing map=%s\n", level );
SV_SendClientMessages();
SV_SendAsyncPackets();
SV_SpawnServer( level, spawnpoint );