cls.demonum = -1; // stop demo loop in case this fails
+// SCR_BeginLoadingPlaque ();
+
CL_Disconnect ();
Host_ShutdownServer(false);
key_dest = key_game; // remove console or menu
- SCR_BeginLoadingPlaque ();
cls.mapstring[0] = 0;
for (i=0 ; i<Cmd_Argc() ; i++)
*/
void Host_Reconnect_f (void)
{
- SCR_BeginLoadingPlaque ();
+// SCR_BeginLoadingPlaque ();
cls.signon = 0; // need new connection messages
}
sprintf (name, "%s/%s", com_gamedir, Cmd_Argv(1));
COM_DefaultExtension (name, ".sav");
-
-// we can't call SCR_BeginLoadingPlaque, because too much stack space has
-// been used. The menu calls it before stuffing loadgame command
+
+ // LordHavoc: made SCR_UpdateScreen use a great deal less stack space, no longer an issue
+ //// we can't call SCR_BeginLoadingPlaque, because too much stack space has
+ //// been used. The menu calls it before stuffing loadgame command
// SCR_BeginLoadingPlaque ();
Con_Printf ("Loading game from %s...\n", name);