diff --git a/src/d_clisrv.c b/src/d_clisrv.c index f1e49b832..5aa105879 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 = 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 f3aa3d8a9..81fd0da90 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -2269,7 +2269,7 @@ 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 d8e869b25..9f5dc1dc1 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -1043,6 +1043,9 @@ 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