* Switched the SDK from checked-in projects to VPC, the Valve Project Creator. See the Getting Started document on the wiki for details.

* Pulled in bug fixes from HL2 and HL2MP.
This commit is contained in:
Joe Ludwig
2013-07-04 11:20:31 -07:00
parent ddc37314e5
commit 77b376f8a0
397 changed files with 36055 additions and 112942 deletions
+7 -5
View File
@@ -178,11 +178,13 @@ public:
virtual void ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues ) {}
// IsConnectedUserInfoChangeAllowed allows to override FCVAR_NOT_CONNECTED rule when
// player is on team spectator or team unassigned for example
// Default and previous engine implementation will never allow FCVAR_NOT_CONNECTED cvars
// to be changed while connected to a game server
virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer ) { return !IsMultiplayer(); }
// IsConnectedUserInfoChangeAllowed allows the clients to change
// cvars with the FCVAR_NOT_CONNECTED rule if it returns true
virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
{
Assert( !IsMultiplayer() );
return true;
}
#ifdef CLIENT_DLL
+5 -1
View File
@@ -844,7 +844,11 @@ const char *CHL2MPRules::GetGameDescription( void )
return "Deathmatch";
}
bool CHL2MPRules::IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer )
{
return true;
}
float CHL2MPRules::GetMapRemainingTime()
{
// if timelimit is disabled, return 0
@@ -145,6 +145,8 @@ public:
bool IsTeamplay( void ) { return m_bTeamPlayEnabled; }
void CheckAllPlayersReady( void );
virtual bool IsConnectedUserInfoChangeAllowed( CBasePlayer *pPlayer );
private: