// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
- if (host_initialized && cls.state != ca_dedicated)
+ // LordHavoc: save a config only after Host_Frame finished the first frame
+ if (host_initialized && host_loopactive && cls.state != ca_dedicated)
{
- f = FS_Open ("config.cfg", "wb", false);
+ f = FS_Open ("config.cfg", "wb", false, false);
if (!f)
{
Con_Print("Couldn't write config.cfg.\n");
double timecap, timeleft;
realtime += time;
- if (sys_ticrate.value < 0.01 || sys_ticrate.value > 0.10001)
+ if (sys_ticrate.value < 0.00999 || sys_ticrate.value > 0.10001)
Cvar_SetValue("sys_ticrate", bound(0.01, sys_ticrate.value, 0.1));
if (slowmo.value < 0)
Cvar_SetValue("slowmo", 0);
{
// never run more than 5 frames at a time as a sanity limit
int framecount, framelimit = 5;
- double advancetime, newtime;
+ double advancetime;
if (!sv.active)
+ {
+ sv.timer = 0;
return;
- newtime = Sys_DoubleTime();
- // if this is the first frame of a new server, ignore the huge time difference
- if (!sv.timer)
- sv.timer = newtime;
- // if we're already past the new time, don't run a frame
- // (does not happen if cl.islocalgame)
- if (sv.timer > newtime)
- return;
+ }
+ sv.timer += host_realframetime;
// run the world state
// don't allow simulation to run too fast or too slow or logic glitches can occur
- for (framecount = 0;framecount < framelimit && sv.timer < newtime;framecount++)
+ for (framecount = 0;framecount < framelimit && sv.timer > 0;framecount++)
{
if (cl.islocalgame)
- advancetime = min(newtime - sv.timer, sys_ticrate.value);
+ advancetime = min(sv.timer, sys_ticrate.value);
else
advancetime = sys_ticrate.value;
- sv.timer += advancetime;
+ sv.timer -= advancetime;
// only advance time if not paused
// the game also pauses in singleplayer when menu or console is used
sv.frametime = advancetime * slowmo.value;
+ if (host_framerate.value)
+ sv.frametime = host_framerate.value;
if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
sv.frametime = 0;
NetConn_Heartbeat(0);
}
// if we fell behind too many frames just don't worry about it
- if (sv.timer < newtime)
- sv.timer = newtime;
+ if (sv.timer > 0)
+ sv.timer = 0;
}
if (cls.state != ca_dedicated)
{
VID_Open();
+ CDAudio_Startup();
CL_InitTEnts (); // We must wait after sound startup to load tent sounds
SCR_BeginLoadingPlaque();
MR_Init();
else
Cbuf_InsertText("exec quake.rc\n");
+ Cbuf_Execute();
+ Cbuf_Execute();
+ Cbuf_Execute();
+
if (!sv.active && (cls.state == ca_dedicated || COM_CheckParm("-listen")))
Cbuf_InsertText ("startmap_dm\n");
// check for special benchmark mode
// COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log)
i = COM_CheckParm("-benchmark");
- if (i && i + 1 < com_argc)
+ if (i && i + 1 < com_argc && !sv.active)
Cbuf_InsertText(va("timedemo %s\n", com_argv[i + 1]));
+ if (!sv.active && !cls.demoplayback && !cls.connect_trying)
+ Cbuf_InsertText("togglemenu\n");
+
Cbuf_Execute();
// We must wait for the log_file cvar to be initialized to start the log