diff options
Diffstat (limited to 'src/server')
-rw-r--r-- | src/server/sv_client.c | 12 | ||||
-rw-r--r-- | src/server/sv_init.c | 6 |
2 files changed, 6 insertions, 12 deletions
diff --git a/src/server/sv_client.c b/src/server/sv_client.c index 0272fab0..92a91bb7 100644 --- a/src/server/sv_client.c +++ b/src/server/sv_client.c @@ -110,7 +110,7 @@ void SV_DirectConnect( netadr_t from ) { version = atoi( Info_ValueForKey( userinfo, "protocol" ) ); if ( version != PROTOCOL_VERSION ) { - NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i.\n", PROTOCOL_VERSION ); + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer uses protocol version %i", PROTOCOL_VERSION ); Com_DPrintf (" rejected connect from version %i\n", version); return; } @@ -147,7 +147,7 @@ void SV_DirectConnect( netadr_t from ) { } } if (i == MAX_CHALLENGES) { - NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address.\n" ); + NET_OutOfBandPrint( NS_SERVER, from, "print\nNo or bad challenge for address" ); return; } // force the IP key/value pair so the game can filter based on ip @@ -161,7 +161,7 @@ void SV_DirectConnect( netadr_t from ) { if ( !Sys_IsLANAddress( from ) ) { if ( sv_minPing->value && ping < sv_minPing->value ) { // don't let them keep trying until they get a big delay - NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for high pings only\n" ); + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for high pings only" ); Com_DPrintf ("Client %i rejected on a too low ping\n", i); // reset the address otherwise their ping will keep increasing // with each connect message and they'd eventually be able to connect @@ -169,7 +169,7 @@ void SV_DirectConnect( netadr_t from ) { return; } if ( sv_maxPing->value && ping > sv_maxPing->value ) { - NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for low pings only\n" ); + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is for low pings only" ); Com_DPrintf ("Client %i rejected on a too high ping\n", i); return; } @@ -251,7 +251,7 @@ void SV_DirectConnect( netadr_t from ) { } } else { - NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full.\n" ); + NET_OutOfBandPrint( NS_SERVER, from, "print\nServer is full" ); Com_DPrintf ("Rejected a connection.\n"); return; } @@ -287,7 +287,7 @@ gotnewcl: // we can't just use VM_ArgPtr, because that is only valid inside a VM_Call char *str = VM_ExplicitArgPtr( gvm, denied ); - NET_OutOfBandPrint( NS_SERVER, from, "print\n%s\n", str ); + NET_OutOfBandPrint( NS_SERVER, from, "print\n%s", str ); Com_DPrintf ("Game rejected a connection: %s.\n", str); return; } diff --git a/src/server/sv_init.c b/src/server/sv_init.c index c30b1228..d0a6a3c0 100644 --- a/src/server/sv_init.c +++ b/src/server/sv_init.c @@ -392,11 +392,6 @@ void SV_SpawnServer( char *server, qboolean killBots ) { // server has changed svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT; - // set nextmap to the same map, but it may be overriden - // by the game startup or another console command - Cvar_Set( "nextmap", "map_restart 0"); -// Cvar_Set( "nextmap", va("map %s", server) ); - for (i=0 ; i<sv_maxclients->integer ; i++) { // save when the server started for each client already connected if (svs.clients[i].state >= CS_CONNECTED) { @@ -596,7 +591,6 @@ void SV_Init (void) { sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP ); sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP ); sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP ); - Cvar_Get ("nextmap", "", CVAR_TEMP ); sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO); sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 ); |