engine: server: set mapname globals field before making first call into DLL, as some mods tend to read it too early
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48bdd4238e
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9811988cce
1 changed files with 4 additions and 2 deletions
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@ -1606,6 +1606,10 @@ static int LoadGameState( char const *level, qboolean changelevel )
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pSaveData = LoadSaveData( level );
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pSaveData = LoadSaveData( level );
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if( !pSaveData ) return 0; // couldn't load the file
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if( !pSaveData ) return 0; // couldn't load the file
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// must set mapname before calling into DLL
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Q_strncpy( sv.name, level, sizeof( sv.name ));
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svgame.globals->mapname = MAKE_STRING( sv.name );
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ParseSaveTables( pSaveData, &header, true );
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ParseSaveTables( pSaveData, &header, true );
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EntityPatchRead( pSaveData, level );
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EntityPatchRead( pSaveData, level );
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@ -1613,8 +1617,6 @@ static int LoadGameState( char const *level, qboolean changelevel )
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sv.loadgame = sv.paused = true;
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sv.loadgame = sv.paused = true;
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Cvar_SetValue( "skill", header.skillLevel );
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Cvar_SetValue( "skill", header.skillLevel );
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Q_strncpy( sv.name, header.mapName, sizeof( sv.name ));
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svgame.globals->mapname = MAKE_STRING( sv.name );
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Cvar_Set( "sv_skyname", header.skyName );
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Cvar_Set( "sv_skyname", header.skyName );
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// restore sky parms
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// restore sky parms
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