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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2007-08-23 00:22:20 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2007-08-23 00:22:20 +0000
commit3ac0cab7a7a47a07b71755c59bab24e0b70088bd (patch)
tree08f539ee044c124f4878c7a945922e4c59e99fcd /code/game/g_main.c
parent37c20d0ddfb0b25296cabe9755231ceb2b43dedd (diff)
downloadioquake3-aero-3ac0cab7a7a47a07b71755c59bab24e0b70088bd.tar.gz
ioquake3-aero-3ac0cab7a7a47a07b71755c59bab24e0b70088bd.zip
* (bug 3076) Map cycle breaks on empty or bot only servers (misanthropia)
* (bug 3303) Removal of never compiled code from cgame drawing functions (beast <info@dbwatersports.com>) * (bug 3297) Add missing limit to Q3 UI server info (beast <info@dbwatersports.com>) * (bug 3029) Fix to shader hash table being overpopulated (identified by Stefan "#@" Langer <raute_at@gmx.de>) git-svn-id: svn://svn.icculus.org/quake3/trunk@1129 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/g_main.c')
-rw-r--r--code/game/g_main.c25
1 files changed, 15 insertions, 10 deletions
diff --git a/code/game/g_main.c b/code/game/g_main.c
index 62f3e86..f369ffc 100644
--- a/code/game/g_main.c
+++ b/code/game/g_main.c
@@ -1189,7 +1189,7 @@ wait 10 seconds before going on.
=================
*/
void CheckIntermissionExit( void ) {
- int ready, notReady;
+ int ready, notReady, playerCount;
int i;
gclient_t *cl;
int readyMask;
@@ -1202,6 +1202,7 @@ void CheckIntermissionExit( void ) {
ready = 0;
notReady = 0;
readyMask = 0;
+ playerCount = 0;
for (i=0 ; i< g_maxclients.integer ; i++) {
cl = level.clients + i;
if ( cl->pers.connected != CON_CONNECTED ) {
@@ -1211,6 +1212,7 @@ void CheckIntermissionExit( void ) {
continue;
}
+ playerCount++;
if ( cl->readyToExit ) {
ready++;
if ( i < 16 ) {
@@ -1236,16 +1238,19 @@ void CheckIntermissionExit( void ) {
return;
}
- // if nobody wants to go, clear timer
- if ( !ready ) {
- level.readyToExit = qfalse;
- return;
- }
+ // only test ready status when there are real players present
+ if ( playerCount > 0 ) {
+ // if nobody wants to go, clear timer
+ if ( !ready ) {
+ level.readyToExit = qfalse;
+ return;
+ }
- // if everyone wants to go, go now
- if ( !notReady ) {
- ExitLevel();
- return;
+ // if everyone wants to go, go now
+ if ( !notReady ) {
+ ExitLevel();
+ return;
+ }
}
// the first person to ready starts the ten second timeout