#include "cl_video.h"
#include "progsvm.h"
#include "csprogs.h"
+#include "sv_demo.h"
/*
cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
// LordHavoc: framerate upper cap
cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
+cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
cvar_t developer_entityparsing = {0, "developer_entityparsing", "0", "prints detailed network entities information each time a packet is received"};
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
Cvar_RegisterVariable (&cl_maxfps);
+ Cvar_RegisterVariable (&cl_maxidlefps);
Cvar_RegisterVariable (&developer);
Cvar_RegisterVariable (&developer_entityparsing);
int i;
Con_Printf("Client \"%s\" dropped\n", host_client->name);
+ SV_StopDemoRecording(host_client);
+
// make sure edict is not corrupt (from a level change for example)
host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
NetConn_UpdateSockets();
+ Log_DestBuffer_Flush();
+
// receive packets on each main loop iteration, as the main loop may
// be undersleeping due to select() detecting a new packet
if (sv.active)
if(advancetime > 0)
{
- offset = sv_timer;
+ offset = sv_timer + (Sys_DoubleTime() - realtime);
++svs.perf_acc_offset_samples;
svs.perf_acc_offset += offset;
svs.perf_acc_offset_squared += offset * offset;
else if (vid_activewindow)
clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
else
- clframetime = cl.realframetime = 0.1;
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
// apply slowmo scaling
clframetime *= cl.movevars_timescale;