else
{
// flood control: drop if requesting challenge too often
- if(challenge[i].time < realtime - net_challengefloodblockingtimeout.value)
+ if(challenge[i].time > realtime - net_challengefloodblockingtimeout.value)
return true;
}
challenge[i].time = realtime;
return true;
}
}
- if (client->spawned)
+ if (client->begun)
{
// client crashed and is coming back,
// keep their stuff intact
// if client is already spawned, re-send the
// serverinfo message as they'll need it to play
- if (client->spawned)
+ if (client->begun)
SV_SendServerinfo(client);
return true;
}
}
if (host_client)
{
- if ((ret = NetConn_ReceivedMessage(host_client->netconnection, data, length, sv.protocol, host_client->spawned ? net_messagetimeout.value : net_connecttimeout.value)) == 2)
+ if ((ret = NetConn_ReceivedMessage(host_client->netconnection, data, length, sv.protocol, host_client->begun ? net_messagetimeout.value : net_connecttimeout.value)) == 2)
{
SV_ReadClientMessage();
return ret;