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https://github.com/FWGS/xash3d-fwgs
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engine: client: implement map CRC32 checking on client side
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@ -21,6 +21,7 @@ GNU General Public License for more details.
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#include "shake.h"
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#include "hltv.h"
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#include "input.h"
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#include "server.h"
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#if XASH_LOW_MEMORY != 2
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int CL_UPDATE_BACKUP = SINGLEPLAYER_BACKUP;
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#endif
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@ -848,8 +849,10 @@ CL_ParseServerData
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void CL_ParseServerData( sizebuf_t *msg, qboolean legacy )
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{
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char gamefolder[MAX_QPATH];
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string mapfile;
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qboolean background;
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int i;
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uint32_t mapCRC;
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HPAK_CheckSize( CUSTOM_RES_PATH );
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@ -912,6 +915,18 @@ void CL_ParseServerData( sizebuf_t *msg, qboolean legacy )
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}
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}
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Q_snprintf( mapfile, sizeof( mapfile ), "maps/%s.bsp", clgame.mapname );
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if( CRC32_MapFile( &mapCRC, mapfile, cl.maxclients > 1 ))
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{
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// validate map checksum
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if( mapCRC != cl.checksum )
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{
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Con_Printf( S_ERROR "Your map [%s] differs from the server's.\n", clgame.mapname );
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CL_Disconnect_f(); // for local game, call EndGame
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Host_AbortCurrentFrame(); // to avoid svc_bad
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}
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}
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if( clgame.maxModels > MAX_MODELS )
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Con_Printf( S_WARN "server model limit is above client model limit %i > %i\n", clgame.maxModels, MAX_MODELS );
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