defaultskin = 0;
chmdl = false;
- if(autocvar_sv_defaultcharacter == 1)
+ if(autocvar_sv_defaultcharacter)
{
if(teamplay)
{
.float ebouncefactor, ebouncestop; // electro's values
// TODO do we need all these fields, or should we stop autodetecting runtime
// changes and just have a console command to update this?
-float ClientInit_SendEntity(entity to, float sf)
+float ClientInit_SendEntity(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
float n, i;
string s;
- // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
+ // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
if (!p.crypto_idfp)
return 0;
return 0;
}
+#ifdef DP_EXT_PRECONNECT
+/*
+=============
+ClientPreConnect
+
+Called once (not at each match start) when a client begins a connection to the server
+=============
+*/
+void ClientPreConnect (void)
+{
+ if(autocvar_sv_eventlog)
+ {
+ GameLogEcho(sprintf(":connect:%d:%d:%s",
+ self.playerid,
+ num_for_edict(self),
+ ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
+ ));
+ }
+}
+#endif
+
/*
=============
ClientConnect
if(IS_REAL_CLIENT(self))
sv_notice_join();
+ for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
+ entity oldself = self;
+ self = e;
+ e.init_for_player(oldself);
+ self = oldself;
+ }
+
MUTATOR_CALLHOOK(ClientConnect);
}
/*