cl.entities[i].state_current = defaultstate;
}
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
{
VectorSet(cl.playerstandmins, -16, -16, -24);
VectorSet(cl.playerstandmaxs, 16, 16, 45);
Host should be either "local" or a net address
=====================
*/
-void CL_EstablishConnection(const char *host)
+void CL_EstablishConnection(const char *host, int firstarg)
{
if (cls.state == ca_dedicated)
return;
cls.connect_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
+
+ // only NOW, set connect_userinfo
+ if(firstarg >= 0)
+ {
+ int i;
+ *cls.connect_userinfo = 0;
+ for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
+ InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
+ }
+ else if(firstarg < -1)
+ {
+ // -1: keep as is (reconnect)
+ // -2: clear
+ *cls.connect_userinfo = 0;
+ }
+
M_Update_Return_Reason("Trying to connect...");
+
// run several network frames to jump into the game quickly
//if (sv.active)
//{
{
if (e->render.effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
trailtype = EFFECT_TR_NEXUIZPLASMA;
else
CL_EntityParticles(e);
{
if (e->render.effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
trailtype = EFFECT_TR_NEXUIZPLASMA;
}
if (e->render.effects & EF_DIMLIGHT)