This is also called on Host_Error, so it shouldn't cause any errors
=====================
*/
-void CL_Disconnect(qbool kicked, const char *fmt, ... )
+
+void CL_DisconnectEx(qbool kicked, const char *fmt, ... )
{
va_list argptr;
char reason[512];
host.hook.SV_Shutdown();
}
+void CL_Disconnect(void)
+{
+ CL_DisconnectEx(false, NULL);
+}
+
/*
==================
CL_Reconnect_f
void CL_Disconnect_f(cmd_state_t *cmd)
{
- CL_Disconnect(false, Cmd_Argc(cmd) > 1 ? Cmd_Argv(cmd, 1) : NULL);
+ Cmd_Argc(cmd) < 1 ? CL_Disconnect() : CL_DisconnectEx(false, Cmd_Argv(cmd, 1));
}
}
}
-static void CL_MeshEntities_Init(void)
+void CL_MeshEntities_Init(void)
{
int i;
entity_t *ent;
CL_UpdateRenderEntity(&ent->render);
}
cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
- R_RegisterModule("cl_meshentities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
+ R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
}
void CL_MeshEntities_Scene_Clear(void)
S_StopAllSounds();
// disconnect client from server if active
- CL_Disconnect(false, NULL);
+ CL_Disconnect();
CL_Video_Shutdown();
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
- CL_MeshEntities_Init();
CL_Video_Init();
NetConn_UpdateSockets_Client();
host.hook.ConnectLocal = CL_EstablishConnection_Local;
- host.hook.Disconnect = CL_Disconnect;
+ host.hook.Disconnect = CL_DisconnectEx;
host.hook.CL_Intermission = CL_Intermission;
host.hook.ToggleMenu = CL_ToggleMenu_Hook;
}