diff --git a/src/d_clisrv.c b/src/d_clisrv.c index c4919faa..67055f09 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -3754,7 +3754,7 @@ static void HandlePacketFromAwayNode(SINT8 node) /// Also, according to HandleConnect, the server will send the savegame even during intermission... /// Sryder 2018-07-05: If we don't want to send the player config another way we need to send the gamestate /// At almost any gamestate there could be joiners... So just always send gamestate? - cl_mode = CL_DOWNLOADSAVEGAME; + cl_mode = ((server) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME); #else cl_mode = CL_CONNECTED; #endif diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 6b30f530..5417b716 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -2279,7 +2279,7 @@ static void Command_Pause(void) if (cv_pause.value || server || (IsPlayerAdmin(consoleplayer))) { - if (modeattacking || !(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING)) + if (!paused && (modeattacking || !(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING || gamestate == GS_WAITINGPLAYERS))) { CONS_Printf(M_GetText("You can't pause here.\n")); return; diff --git a/src/f_finale.c b/src/f_finale.c index dfca2df6..6db19dc5 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -1060,6 +1060,9 @@ void F_StartWaitingPlayers(void) void F_WaitingPlayersTicker(void) { + if (paused) + return; + finalecount++; // dumb hack, only start the music on the 1st tick so if you instantly go into the map you aren't hearing a tic of music