if (sv.paused || (cl.islocalgame && (key_dest != key_game || key_consoleactive)))
sv.frametime = 0;
- // set the time and clear the general datagram
- SV_ClearDatagram();
// move things around and think unless paused
if (sv.frametime)
// send all messages to the clients
SV_SendClientMessages();
+ // clear the general datagram
+ SV_ClearDatagram();
+
// if this server frame took too long, break out of the loop
if (Sys_DoubleTime() >= aborttime)
break;
Cbuf_AddText("alias startmap_sp \"map nehstart\"\nalias startmap_dm \"map nehstart\"\nexec quake.rc\n");
else if (gamemode == GAME_TRANSFUSION)
Cbuf_AddText("alias startmap_sp \"map e1m1\"\n""alias startmap_dm \"map bb1\"\nexec quake.rc\n");
- else if (gamemode == GAME_NEXUIZ)
- Cbuf_AddText("alias startmap_sp \"map nexdm01\"\nalias startmap_dm \"map nexdm01\"\nexec quake.rc\n");
else if (gamemode == GAME_TEU)
Cbuf_AddText("alias startmap_sp \"map start\"\nalias startmap_dm \"map start\"\nexec teu.rc\n");
else
// save console log up to this point to log_file if it was set by configs
Log_Start();
+ // put up the loading image so the user doesn't stare at a black screen...
+ SCR_BeginLoadingPlaque();
+
// FIXME: put this into some neat design, but the menu should be allowed to crash
// without crashing the whole game, so this should just be a short-time solution
- Host_StartVideo();
// here comes the not so critical stuff
if (setjmp(host_abortframe)) {
Con_DPrint("========Initialized=========\n");
- Host_StartVideo();
+ //Host_StartVideo();
}