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Do not force scoreboard open when the game is paused
If the game is paused and a player joins a server (sv_tournament_mode 0)
The scoreboard will be forced open. Unless the client configured cl_scoreboard_on_death 0.
This can be quite annoying. Especially in the brand new 0.7 feature
where users can pause the game. Oy realized that this is a problem 12
year ago:
aec468a3c4 (diff-e0ff7a1d6079610adb64fc89fbfff23a381ed92f268d8fe188731a9e0c323b0aR389-R390)
For ddnet servers this would mostly affect tournaments where paused games are
used to give everyone enough time to download the map.
A open scoreboard also blocks broadcasts. So new users might miss the
admin announcements explaining why the game is paused.
This commit is contained in:
parent
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commit
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@ -797,15 +797,16 @@ bool CScoreboard::Active() const
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if(m_Active)
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if(m_Active)
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return true;
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return true;
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const CNetObj_GameInfo *pGameInfoObj = GameClient()->m_Snap.m_pGameInfoObj;
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if(GameClient()->m_Snap.m_pLocalInfo && !GameClient()->m_Snap.m_SpecInfo.m_Active)
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if(GameClient()->m_Snap.m_pLocalInfo && !GameClient()->m_Snap.m_SpecInfo.m_Active)
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{
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{
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// we are not a spectator, check if we are dead
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// we are not a spectator, check if we are dead and the game isn't paused
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if(!GameClient()->m_Snap.m_pLocalCharacter && g_Config.m_ClScoreboardOnDeath)
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if(!GameClient()->m_Snap.m_pLocalCharacter && g_Config.m_ClScoreboardOnDeath &&
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!(pGameInfoObj && pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED))
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return true;
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return true;
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}
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}
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// if the game is over
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// if the game is over
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const CNetObj_GameInfo *pGameInfoObj = GameClient()->m_Snap.m_pGameInfoObj;
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if(pGameInfoObj && pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER)
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if(pGameInfoObj && pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER)
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return true;
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return true;
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