Con_Print("done.\n");
}
+static qbool SV_CanSave(void)
+{
+ prvm_prog_t *prog = SVVM_prog;
+ if(SV_IsLocalServer() == 1)
+ {
+ // singleplayer checks
+ // FIXME: This only checks if the first player is dead?
+ if ((svs.clients[0].active && PRVM_serveredictfloat(svs.clients[0].edict, deadflag)))
+ {
+ Con_Print("Can't savegame with a dead player\n");
+ return false;
+ }
+
+ if(host.hook.CL_Intermission && host.hook.CL_Intermission())
+ {
+ Con_Print("Can't save in intermission.\n");
+ return false;
+ }
+ }
+ else
+ Con_Print(CON_WARN "Warning: saving a multiplayer game may have strange results when restored (to properly resume, all players must join in the same player slots and then the game can be reloaded).\n");
+ return true;
+}
+
/*
===============
SV_Savegame_f
return;
}
- if(host.hook.SV_CanSave)
- {
- if(!host.hook.SV_CanSave())
- return;
- }
+ if(!SV_CanSave())
+ return;
if (Cmd_Argc(cmd) != 2)
{