From bbbc0d38208a4bc5e8746e437553c64dc46cd6dc Mon Sep 17 00:00:00 2001 From: Sryder Date: Tue, 10 Jul 2018 19:21:59 +0100 Subject: [PATCH] User server instead of checking servernode For some reason both node and servernode are identical at that point. Both were 1 for the client when I tried it myself. --- src/d_clisrv.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/d_clisrv.c b/src/d_clisrv.c index d1d99ecb..5aa10587 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -3749,7 +3749,7 @@ 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 = ((node == servernode) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME); + cl_mode = ((server) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME); #else cl_mode = CL_CONNECTED; #endif