engine: add missing Sequence_Init and Sequence_OnLevelLoad calls

This commit is contained in:
Alibek Omarov 2023-04-03 04:12:47 +03:00
parent 004ac8105e
commit d8355a651f
2 changed files with 8 additions and 0 deletions

View File

@ -23,6 +23,7 @@ GNU General Public License for more details.
#include "library.h"
#include "vid_common.h"
#include "pm_local.h"
#include "sequence.h"
#define MAX_TOTAL_CMDS 32
#define MAX_CMD_BUFFER 8000
@ -239,6 +240,9 @@ void CL_SignonReply( void )
if( cl.proxy_redirect && !cls.spectator )
CL_Disconnect();
cl.proxy_redirect = false;
if( cls.demoplayback )
Sequence_OnLevelLoad( clgame.mapname );
break;
}
}
@ -3123,6 +3127,7 @@ void CL_Init( void )
VID_Init(); // init video
S_Init(); // init sound
Voice_Init( VOICE_DEFAULT_CODEC, 3 ); // init voice
Sequence_Init();
// unreliable buffer. unsed for unreliable commands and voice stream
MSG_Init( &cls.datagram, "cls.datagram", cls.datagram_buf, sizeof( cls.datagram_buf ));

View File

@ -19,6 +19,7 @@ GNU General Public License for more details.
#include "library.h"
#include "voice.h"
#include "pm_local.h"
#include "sequence.h"
#if XASH_LOW_MEMORY != 2
int SV_UPDATE_BACKUP = SINGLEPLAYER_BACKUP;
@ -1011,6 +1012,8 @@ qboolean SV_SpawnServer( const char *mapname, const char *startspot, qboolean ba
SV_InitEdict( ent );
}
Sequence_OnLevelLoad( sv.name );
// heartbeats will always be sent to the id master
NET_MasterClear();