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-rw-r--r--src/server/sv_client.c12
-rw-r--r--src/server/sv_init.c6
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 );