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DEDICATED BUG: gameLocal.localClientNum not -1 (still 0) while spawning enities.

Open Stradex opened this issue 6 years ago • 2 comments

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.

Stradex avatar Jun 29 '19 04:06 Stradex

hmm should we finally fix this?

DanielGibson avatar May 29 '20 23:05 DanielGibson