From dbd8fb373a3ebf8db094322bb50f46802b0502cc Mon Sep 17 00:00:00 2001 From: Ben Millwood Date: Sat, 3 Oct 2009 11:46:12 +0000 Subject: * Round thresholds server-side to save bandwidth and prevent server command overflows * Downgrade weapon anim messages to a warning (because we're not really expecting any to exist) Merge bugs: * Fix human spawn menu * Protocol version 69 (oops!) --- src/cgame/cg_draw.c | 4 +--- src/game/g_main.c | 4 ++++ 2 files changed, 5 insertions(+), 3 deletions(-) (limited to 'src') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 8e42e4ca..5fcd832a 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -1491,9 +1491,7 @@ static void CG_DrawStageReport( rectDef_t *rect, float text_x, float text_y, else if( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { int credits = cgs.humanNextStageThreshold - cgs.humanCredits; - //having credits to next stage constantly increasing feels wrong, so - //we round up to the nearest 100 - credits = (int) (ceil(credits / 100.0f) * 100); + if( credits < 0 ) credits = 0; diff --git a/src/game/g_main.c b/src/game/g_main.c index 42f07eda..972ad1ef 100644 --- a/src/game/g_main.c +++ b/src/game/g_main.c @@ -1197,6 +1197,10 @@ void G_CalculateBuildPoints( void ) else humanNextStageThreshold = -1; + // save a lot of bandwidth by rounding thresholds up to the nearest 100 + alienNextStageThreshold = ceil( (float)alienNextStageThreshold / 100 ) * 100; + humanNextStageThreshold = ceil( (float)humanNextStageThreshold / 100 ) * 100; + trap_SetConfigstring( CS_STAGES, va( "%d %d %d %d %d %d", g_alienStage.integer, g_humanStage.integer, g_alienCredits.integer, g_humanCredits.integer, -- cgit