* 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:
@@ -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
|
||||
|
||||
|
||||
@@ -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:
|
||||
|
||||
|
||||
Reference in New Issue
Block a user