#include <time.h>
#include "quakedef.h"
+#include "libcurl.h"
#include "cdaudio.h"
#include "cl_video.h"
#include "progsvm.h"
jmp_buf host_abortframe;
// pretend frames take this amount of time (in seconds), 0 = realtime
-cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use host_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
+cvar_t host_framerate = {0, "host_framerate","0", "locks frame timing to this value in seconds, 0.05 is 20fps for example, note that this can easily run too fast, use cl_maxfps if you want to limit your framerate instead, or sys_ticrate to limit server speed"};
// shows time used by certain subsystems
cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
-// LordHavoc: framerate independent slowmo
-cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
// 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)"};
-// print broadcast messages in dedicated mode
-cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
-
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
-cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
-
-cvar_t fraglimit = {CVAR_NOTIFY, "fraglimit","0", "ends level if this many frags is reached by any player"};
-cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};
-cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
-
-cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
-cvar_t noexit = {CVAR_NOTIFY, "noexit","0", "kills anyone attempting to use an exit"};
-
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_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
-cvar_t deathmatch = {0, "deathmatch","0", "deathmatch mode, values depend on mod but typically 0 = no deathmatch, 1 = normal deathmatch with respawning weapons, 2 = weapons stay (players can only pick up new weapons)"};
-cvar_t coop = {0, "coop","0", "coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch)"};
-
-cvar_t pausable = {0, "pausable","1", "allow players to pause or not"};
-
-cvar_t temp1 = {0, "temp1","0", "general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes)"};
-
cvar_t timestamps = {CVAR_SAVE, "timestamps", "0", "prints timestamps on console messages"};
-cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%b %e %X] ", "time format to use on timestamped console messages"};
+cvar_t timeformat = {CVAR_SAVE, "timeformat", "[%Y-%m-%d %H:%M:%S] ", "time format to use on timestamped console messages"};
/*
================
Sys_Error ("Host_Error: recursively entered (original error was: %s new error is: %s)", hosterrorstring2, hosterrorstring1);
hosterror = true;
- strcpy(hosterrorstring2, hosterrorstring1);
+ strlcpy(hosterrorstring2, hosterrorstring1, sizeof(hosterrorstring2));
CL_Parse_DumpPacket();
======================
*/
void Host_SaveConfig_f(void);
+void Host_LoadConfig_f(void);
static void Host_InitLocal (void)
{
Cmd_AddCommand("saveconfig", Host_SaveConfig_f, "save settings to config.cfg immediately (also automatic when quitting)");
+ Cmd_AddCommand("loadconfig", Host_LoadConfig_f, "reset everything and reload configs");
Cvar_RegisterVariable (&host_framerate);
Cvar_RegisterVariable (&host_speeds);
- Cvar_RegisterVariable (&slowmo);
Cvar_RegisterVariable (&cl_maxfps);
- Cvar_RegisterVariable (&sv_echobprint);
-
- Cvar_RegisterVariable (&sys_ticrate);
- Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
-
- Cvar_RegisterVariable (&fraglimit);
- Cvar_RegisterVariable (&timelimit);
- Cvar_RegisterVariable (&teamplay);
- Cvar_RegisterVariable (&samelevel);
- Cvar_RegisterVariable (&noexit);
- Cvar_RegisterVariable (&skill);
Cvar_RegisterVariable (&developer);
Cvar_RegisterVariable (&developer_entityparsing);
- Cvar_RegisterVariable (&deathmatch);
- Cvar_RegisterVariable (&coop);
-
- Cvar_RegisterVariable (&pausable);
-
- Cvar_RegisterVariable (&temp1);
Cvar_RegisterVariable (×tamps);
Cvar_RegisterVariable (&timeformat);
// dedicated servers initialize the host but don't parse and set the
// config.cfg cvars
// LordHavoc: don't save a config if it crashed in startup
- if (host_framecount >= 3 && cls.state != ca_dedicated)
+ if (host_framecount >= 3 && cls.state != ca_dedicated && !COM_CheckParm("-benchmark"))
{
f = FS_Open ("config.cfg", "wb", false, false);
if (!f)
}
+/*
+===============
+Host_LoadConfig_f
+
+Resets key bindings and cvars to defaults and then reloads scripts
+===============
+*/
+void Host_LoadConfig_f(void)
+{
+ // unlock the cvar default strings so they can be updated by the new default.cfg
+ Cvar_UnlockDefaults();
+ // reset cvars to their defaults, and then exec startup scripts again
+ Cbuf_InsertText("cvar_resettodefaults_all;exec quake.rc\n");
+}
+
/*
=================
SV_ClientPrint
for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
{
- if (client->spawned && client->netconnection)
+ if (client->active && client->netconnection)
{
MSG_WriteByte(&client->netconnection->message, svc_print);
MSG_WriteString(&client->netconnection->message, msg);
void SV_DropClient(qboolean crash)
{
int i;
- Con_Printf("Client \"%s\" dropped\n", host_client->name);
+ Con_Printf("Client \"%s^%i\" dropped\n", host_client->name, STRING_COLOR_DEFAULT);
// make sure edict is not corrupt (from a level change for example)
host_client->edict = PRVM_EDICT_NUM(host_client - svs.clients + 1);
buf.data = bufdata;
buf.maxsize = sizeof(bufdata);
MSG_WriteByte(&buf, svc_disconnect);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
- NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
+ NetConn_SendUnreliableMessage(host_client->netconnection, &buf, sv.protocol, 10000);
}
// break the net connection
NetConn_Close(host_client->netconnection);
prog->globals.server->self = saveSelf;
}
+ // if a download is active, close it
+ if (host_client->download_file)
+ {
+ Con_DPrintf("Download of %s aborted when %s dropped\n", host_client->download_name, host_client->name);
+ FS_Close(host_client->download_file);
+ host_client->download_file = NULL;
+ host_client->download_name[0] = 0;
+ host_client->download_expectedposition = 0;
+ host_client->download_started = false;
+ }
+
// remove leaving player from scoreboard
- //host_client->edict->fields.server->netname = PRVM_SetEngineString(host_client->name);
- //if ((val = PRVM_GETEDICTFIELDVALUE(host_client->edict, eval_clientcolors)))
- // val->_float = 0;
- //host_client->edict->fields.server->frags = 0;
host_client->name[0] = 0;
host_client->colors = 0;
host_client->frags = 0;
static void Host_Init(void);
void Host_Main(void)
{
- double frameoldtime, framenewtime, frametime, cl_timer, sv_timer;
+ double time1 = 0;
+ double time2 = 0;
+ double time3 = 0;
+ double cl_timer, sv_timer;
+ double clframetime, deltarealtime, oldrealtime;
+ double wait;
+ int pass1, pass2, pass3;
Host_Init();
cl_timer = 0;
sv_timer = 0;
- framenewtime = Sys_DoubleTime();
+ realtime = Sys_DoubleTime();
for (;;)
{
- static double time1 = 0;
- static double time2 = 0;
- static double time3 = 0;
-
- frameoldtime = framenewtime;
- framenewtime = Sys_DoubleTime();
- frametime = framenewtime - frameoldtime;
- realtime += frametime;
-
- // if there is some time remaining from last frame, rest the timers
- if (cl_timer >= 0)
- cl_timer = 0;
- if (sv_timer >= 0)
- sv_timer = 0;
-
- // accumulate the new frametime into the timers
- cl_timer += frametime;
- sv_timer += frametime;
-
if (setjmp(host_abortframe))
continue; // something bad happened, or the server disconnected
+ oldrealtime = realtime;
+ realtime = Sys_DoubleTime();
+
+ deltarealtime = realtime - oldrealtime;
+ cl_timer += deltarealtime;
+ sv_timer += deltarealtime;
+
if (slowmo.value < 0)
Cvar_SetValue("slowmo", 0);
if (host_framerate.value < 0.00001 && host_framerate.value != 0)
if (cl_maxfps.value < 1)
Cvar_SetValue("cl_maxfps", 1);
- // if the accumulators haven't become positive yet, keep waiting
- if (!cls.timedemo && cl_timer <= 0 && sv_timer <= 0)
- {
- double wait;
- int msleft;
- if (cls.state == ca_dedicated)
- wait = sv_timer;
- else if (!sv.active)
- wait = cl_timer;
- else
- wait = max(cl_timer, sv_timer);
- msleft = (int)floor(wait * -1000.0);
- if (msleft >= 1)
- Sys_Sleep(msleft);
- continue;
- }
-
- // keep the random time dependent
- rand();
+ // keep the random time dependent, but not when playing demos/benchmarking
+ if(!*sv_random_seed.string && !cls.demoplayback)
+ rand();
cl.islocalgame = NetConn_IsLocalGame();
// get new key events
Sys_SendKeyEvents();
+ NetConn_UpdateSockets();
+
+ // receive packets on each main loop iteration, as the main loop may
+ // be undersleeping due to select() detecting a new packet
+ if (sv.active)
+ NetConn_ServerFrame();
+
+ Curl_Run();
+
+ // check for commands typed to the host
+ Host_GetConsoleCommands();
+
// when a server is running we only execute console commands on server frames
// (this mainly allows frikbot .way config files to work properly by staying in sync with the server qc)
// otherwise we execute them on all frames
Cbuf_Execute();
}
- NetConn_UpdateSockets();
+ //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
+
+ // if the accumulators haven't become positive yet, wait a while
+ if (cls.state == ca_dedicated)
+ wait = sv_timer * -1000000.0;
+ else if (!sv.active)
+ wait = cl_timer * -1000000.0;
+ else
+ wait = max(cl_timer, sv_timer) * -1000000.0;
+ if (wait > 100000)
+ wait = 100000;
+ if (!cls.timedemo && wait > 0)
+ {
+ if (sv_checkforpacketsduringsleep.integer)
+ {
+ if (wait >= 1)
+ NetConn_SleepMicroseconds((int)wait);
+ }
+ else
+ {
+ if (wait >= 1000)
+ Sys_Sleep((int)wait / 1000);
+ }
+ continue;
+ }
//-------------------
//
//
//-------------------
- if (sv_timer > 0)
+ // limit the frametime steps to no more than 100ms each
+ if (cl_timer > 0.1)
+ cl_timer = 0.1;
+ if (sv_timer > 0.1)
+ sv_timer = 0.1;
+
+ if (sv.active && sv_timer > 0)
{
- if (!sv.active)
+ // execute one or more server frames, with an upper limit on how much
+ // execution time to spend on server frames to avoid freezing the game if
+ // the server is overloaded, this execution time limit means the game will
+ // slow down if the server is taking too long.
+ int framecount, framelimit = 1;
+ double advancetime, aborttime = 0;
+
+ // run the world state
+ // don't allow simulation to run too fast or too slow or logic glitches can occur
+
+ // stop running server frames if the wall time reaches this value
+ if (sys_ticrate.value <= 0)
+ advancetime = sv_timer;
+ else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
{
- // if there is no server, run server timing at 10fps
- sv_timer -= 0.1;
+ // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
+ advancetime = bound(0.01, cl_timer, sys_ticrate.value);
+ framelimit = 10;
+ aborttime = realtime + 0.1;
}
else
{
- // execute one or more server frames, with an upper limit on how much
- // execution time to spend on server frames to avoid freezing the game if
- // the server is overloaded, this execution time limit means the game will
- // slow down if the server is taking too long.
- int framecount, framelimit = 1;
- double advancetime, aborttime = 0;
-
- // receive server packets now, which might contain rcon commands, which
- // may change level or other such things we don't want to have happen in
- // the middle of Host_Frame
- NetConn_ServerFrame();
-
- // check for commands typed to the host
- Host_GetConsoleCommands();
-
- // run the world state
- // don't allow simulation to run too fast or too slow or logic glitches can occur
-
- // stop running server frames if the wall time reaches this value
- if (sys_ticrate.value <= 0 || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
- advancetime = sv_timer;
- else
+ advancetime = sys_ticrate.value;
+ // listen servers can run multiple server frames per client frame
+ if (cls.state == ca_connected)
{
- advancetime = sys_ticrate.value;
- // listen servers can run multiple server frames per client frame
- if (cls.state == ca_connected)
- {
- framelimit = 10;
- aborttime = Sys_DoubleTime() + 0.1;
- }
+ framelimit = 10;
+ aborttime = realtime + 0.1;
}
- advancetime = min(advancetime, 0.1);
-
- // 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;
+ }
+ advancetime = min(advancetime, 0.1);
- // setup the VM frame
- SV_VM_Begin();
+ // 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;
- for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
- {
- sv_timer -= advancetime;
+ // setup the VM frame
+ SV_VM_Begin();
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
+ for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
+ {
+ sv_timer -= advancetime;
- // send all messages to the clients
- SV_SendClientMessages();
+ // move things around and think unless paused
+ if (sv.frametime)
+ SV_Physics();
- // clear the general datagram
- SV_ClearDatagram();
+ // if this server frame took too long, break out of the loop
+ if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
+ break;
+ }
- // if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DoubleTime() >= aborttime)
- break;
- }
+ // send all messages to the clients
+ SV_SendClientMessages();
- // end the server VM frame
- SV_VM_End();
+ // end the server VM frame
+ SV_VM_End();
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
- }
+ // send an heartbeat if enough time has passed since the last one
+ NetConn_Heartbeat(0);
}
//-------------------
//
//-------------------
- if (cl_timer > 0 || cls.timedemo)
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo))
{
- if (cls.state == ca_dedicated)
+ // decide the simulation time
+ if (cls.capturevideo.active)
{
- // if there is no client, run client timing at 10fps
- cl_timer -= 0.1;
- if (host_speeds.integer)
- time1 = time2 = Sys_DoubleTime();
+ if (cls.capturevideo.realtime)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cls.capturevideo.framerate);
+ else
+ {
+ clframetime = 1.0 / cls.capturevideo.framerate;
+ cl.realframetime = max(cl_timer, clframetime);
+ }
}
+ else if (vid_activewindow)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
else
- {
- double frametime;
- frametime = cl.realframetime = min(cl_timer, 1);
+ clframetime = cl.realframetime = 0.1;
- // decide the simulation time
- if (!cls.timedemo)
- {
- if (cls.capturevideo_active && !cls.capturevideo_soundfile)
- {
- frametime = 1.0 / cls.capturevideo_framerate;
- cl.realframetime = max(cl.realframetime, frametime);
- }
- else if (vid_activewindow)
- frametime = cl.realframetime = max(cl.realframetime, 1.0 / cl_maxfps.value);
- else
- frametime = cl.realframetime = 0.1;
-
- // deduct the frame time from the accumulator
- cl_timer -= cl.realframetime;
-
- // apply slowmo scaling
- frametime *= slowmo.value;
-
- // host_framerate overrides all else
- if (host_framerate.value)
- frametime = host_framerate.value;
- }
+ // apply slowmo scaling
+ clframetime *= cl.movevars_timescale;
- cl.oldtime = cl.time;
- cl.time += frametime;
+ // host_framerate overrides all else
+ if (host_framerate.value)
+ clframetime = host_framerate.value;
- // Collect input into cmd
- CL_Move();
+ if (cls.timedemo)
+ clframetime = cl.realframetime = cl_timer;
- NetConn_ClientFrame();
+ // deduct the frame time from the accumulator
+ cl_timer -= cl.realframetime;
- if (cls.state == ca_connected)
- {
- CL_ReadFromServer();
- // if running the server remotely, send intentions now after
- // the incoming messages have been read
- //if (!cl.islocalgame)
- // CL_SendCmd();
- }
+ cl.oldtime = cl.time;
+ cl.time += clframetime;
- // update video
- if (host_speeds.integer)
- time1 = Sys_DoubleTime();
+ // Collect input into cmd
+ CL_Input();
- //ui_update();
+ // check for new packets
+ NetConn_ClientFrame();
- CL_VideoFrame();
+ // read a new frame from a demo if needed
+ CL_ReadDemoMessage();
- CL_UpdateScreen();
+ // now that packets have been read, send input to server
+ CL_SendMove();
- if (host_speeds.integer)
- time2 = Sys_DoubleTime();
+ // update client world (interpolate entities, create trails, etc)
+ CL_UpdateWorld();
- // update audio
- if(csqc_usecsqclistener)
- {
- S_Update(&csqc_listenermatrix);
- csqc_usecsqclistener = false;
- }
- else
- S_Update(&r_refdef.viewentitymatrix);
+ // update video
+ if (host_speeds.integer)
+ time1 = Sys_DoubleTime();
+
+ //ui_update();
+
+ CL_VideoFrame();
- CDAudio_Update();
+ CL_UpdateScreen();
+
+ if (host_speeds.integer)
+ time2 = Sys_DoubleTime();
+
+ // update audio
+ if(cl.csqc_usecsqclistener)
+ {
+ S_Update(&cl.csqc_listenermatrix);
+ cl.csqc_usecsqclistener = false;
}
+ else
+ S_Update(&r_view.matrix);
+
+ CDAudio_Update();
if (host_speeds.integer)
{
- int pass1, pass2, pass3;
pass1 = (int)((time1 - time3)*1000000);
time3 = Sys_DoubleTime();
pass2 = (int)((time2 - time1)*1000000);
}
}
+ // if there is some time remaining from this frame, reset the timers
+ if (cl_timer >= 0)
+ cl_timer = 0;
+ if (sv_timer >= 0)
+ sv_timer = 0;
+
host_framecount++;
}
}
extern void PR_Cmd_Init(void);
extern void COM_Init_Commands(void);
extern void FS_Init_Commands(void);
-extern void COM_CheckRegistered(void);
extern qboolean host_stuffcmdsrun;
/*
int i;
const char* os;
+ // LordHavoc: quake never seeded the random number generator before... heh
+ if (COM_CheckParm("-benchmark"))
+ srand(0); // predictable random sequence for -benchmark
+ else
+ srand(time(NULL));
+
// FIXME: this is evil, but possibly temporary
// COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers)
if (COM_CheckParm("-developer"))
developer_memorydebug.string = "100";
}
- // LordHavoc: quake never seeded the random number generator before... heh
- srand(time(NULL));
+// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
+ if (COM_CheckParm("-nostdout"))
+ sys_nostdout = 1;
// used by everything
Memory_Init();
- // initialize console and logging
- Con_Init();
-
// initialize console command/cvar/alias/command execution systems
Cmd_Init();
- // parse commandline
- COM_InitArgv();
+ // initialize memory subsystem cvars/commands
+ Memory_Init_Commands();
+
+ // initialize console and logging and its cvars/commands
+ Con_Init();
+
+ // initialize various cvars that could not be initialized earlier
+ Curl_Init_Commands();
+ Cmd_Init_Commands();
+ Sys_Init_Commands();
+ COM_Init_Commands();
+ FS_Init_Commands();
// initialize console window (only used by sys_win.c)
Sys_InitConsole();
os = "Unknown";
#endif
dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring);
-
-// COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from
- if (COM_CheckParm("-nostdout"))
- sys_nostdout = 1;
- else
- Con_Printf("%s\n", engineversion);
-
- // initialize filesystem (including fs_basedir, fs_gamedir, -path, -game, scr_screenshot_name)
- FS_Init();
-
- // initialize various cvars that could not be initialized earlier
- Memory_Init_Commands();
- Con_Init_Commands();
- Cmd_Init_Commands();
- Sys_Init_Commands();
- COM_Init_Commands();
- FS_Init_Commands();
- COM_CheckRegistered();
+ Con_Printf("%s\n", engineversion);
// initialize ixtable
Mathlib_Init();
+ // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name)
+ FS_Init();
+
NetConn_Init();
+ Curl_Init();
//PR_Init();
//PR_Cmd_Init();
PRVM_Init();
Mod_Init();
+ World_Init();
SV_Init();
Host_InitCommands();
Host_InitLocal();
Cbuf_Execute();
}
- // check for special demolooponly mode
-// COMMANDLINEOPTION: Client: -demolooponly <demoname> runs a playdemo and quits
- i = COM_CheckParm("-demolooponly");
- if (i && i + 1 < com_argc)
- if (!sv.active && !cls.demoplayback && !cls.connect_trying)
- {
- Cbuf_AddText(va("playdemo %s\n", com_argv[i + 1]));
- Cbuf_Execute();
- }
-
if (cls.state == ca_dedicated || COM_CheckParm("-listen"))
if (!sv.active && !cls.demoplayback && !cls.connect_trying)
{
CDAudio_Shutdown ();
S_Terminate ();
+ Curl_Shutdown ();
NetConn_Shutdown ();
//PR_Shutdown ();