}
CL_KeepaliveMessage(true);
- if(cl.loadmodel_current == 1)
+ // if running a local game, calling Mod_ForName is a completely wasted effort...
+ if (sv.active)
+ cl.model_precache[cl.loadmodel_current] = sv.models[cl.loadmodel_current];
+ else
{
- // they'll be soon loaded, but make sure we apply freshly downloaded shaders from a curled pk3
- Mod_FreeQ3Shaders();
+ if(cl.loadmodel_current == 1)
+ {
+ // they'll be soon loaded, but make sure we apply freshly downloaded shaders from a curled pk3
+ Mod_FreeQ3Shaders();
+ }
+ cl.model_precache[cl.loadmodel_current] = Mod_ForName(cl.model_name[cl.loadmodel_current], false, false, cl.model_name[cl.loadmodel_current][0] == '*' ? cl.model_name[1] : NULL);
}
-
- cl.model_precache[cl.loadmodel_current] = Mod_ForName(cl.model_name[cl.loadmodel_current], false, false, cl.model_name[cl.loadmodel_current][0] == '*' ? cl.model_name[1] : NULL);
SCR_PopLoadingScreen(false);
if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw && cl.loadmodel_current == 1)
{
if (cmd == -1)
{
+ R_TimeReport("END OF MESSAGE");
SHOWNET("END OF MESSAGE");
break; // end of message
}
CL_ParsePointParticles1();
break;
}
+ R_TimeReport(svc_strings[cmd]);
}
}
if (cls.signon == SIGNONS)
CL_UpdateItemsAndWeapon();
+ R_TimeReport("UpdateItems");
EntityFrameQuake_ISeeDeadEntities();
+ R_TimeReport("ISeeDeadEntities");
CL_UpdateMoveVars();
+ R_TimeReport("UpdateMoveVars");
parsingerror = false;
// LordHavoc: this was at the start of the function before cl_autodemo was
// implemented
if (cls.demorecording)
+ {
CL_WriteDemoMessage (&net_message);
+ R_TimeReport("WriteDemo");
+ }
}
void CL_Parse_DumpPacket(void)