dhewm3
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DEDICATED BUG: gameLocal.localClientNum not -1 (still 0) while spawning enities.
This is a pretty simple bug, not really tragic but easy to solve I believe.
at: idAsyncServer::ExecuteMapChange
game->SetLocalClient( -1 ); should be called before sessLocal.ExecuteMapChange();, not after.
Cause right now first time you load a map in a dedicated server, while loading entities these still think the server is listen server ( gameLocal.localClientNum = 0), cause the game->SetLocalClient( -1 ) is called only after the map i loaded.
This bug only affects stuff related to ::spawn method at entities and while trying to load a map for first time using a dedicated server.
hmm should we finally fix this?