// tweak these if the game runs out
cl.max_csqcrenderentities = 0;
- cl.max_entities = MAX_ENITIES_INITIAL;
+ cl.max_entities = MAX_ENTITIES_INITIAL;
cl.max_static_entities = MAX_STATICENTITIES;
cl.max_effects = MAX_EFFECTS;
cl.max_beams = MAX_BEAMS;
This is sent just before a server changes levels
==================
*/
-void CL_Reconnect_f(cmd_state_t *cmd)
+static void CL_Reconnect_f(cmd_state_t *cmd)
{
char temp[128];
// if not connected, reconnect to the most recent server
M_Update_Return_Reason("");
#endif
- // Disconnect from the current server, or stop a running demo.
- CL_Disconnect();
-
// make sure the client ports are open before attempting to connect
NetConn_UpdateSockets();
CL_EstablishConnection("local:1", -2);
}
+static qbool CL_Intermission(void)
+{
+ return cl.intermission;
+}
+
/*
==============
CL_PrintEntities_f
{
Con_Printf("Initializing client\n");
+ Cvar_SetValueQuick(&host_isclient, 1);
+
R_Modules_Init();
Palette_Init();
#ifdef CONFIG_MENU
CL_Video_Init();
host.hook.ConnectLocal = CL_EstablishConnection_Local;
-
- #ifdef CONFIG_MENU
- Cbuf_InsertText(&cmd_client,"menu_start\n");
- #endif
+ host.hook.CL_Intermission = CL_Intermission;
}
}