void Sbar_Init (void)
{
- if(gamemode == GAME_NORMAL) // Workaround so Quake doesn't trample on Xonotic.
- {
- Cmd_AddCommand(CF_CLIENT, "+showscores", Sbar_ShowScores_f, "show scoreboard");
- Cmd_AddCommand(CF_CLIENT, "-showscores", Sbar_DontShowScores_f, "hide scoreboard");
- }
+ Cmd_AddCommand(CF_CLIENT, "+showscores", Sbar_ShowScores_f, "show scoreboard");
+ Cmd_AddCommand(CF_CLIENT, "-showscores", Sbar_DontShowScores_f, "hide scoreboard");
Cvar_RegisterVariable(&cl_showfps);
Cvar_RegisterVariable(&cl_showsound);
Cvar_RegisterVariable(&cl_showblur);
svtrace.fraction = 2.0;
cltrace.fraction = 2.0;
// ray hits models (even animated ones) and ignores translucent materials
- if (SVVM_prog != NULL)
+ if (sv.active)
svtrace = SV_TraceLine(org, dest, MOVE_HITMODEL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value);
cltrace = CL_TraceLine(org, dest, MOVE_HITMODEL, NULL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, &hitnetentity, true, true);
if (cltrace.hittexture)
}
else
{
- if (CLVM_prog != NULL && cltrace.ent != NULL)
+ if (cltrace.ent != NULL)
{
prvm_prog_t *prog = CLVM_prog;
dpsnprintf(entstring, sizeof(entstring), "client entity %i", (int)PRVM_EDICT_TO_PROG(cltrace.ent));