From 7c91cd56be9958c2c4fa97c9f6fc294d94f2e1ba Mon Sep 17 00:00:00 2001 From: Eidolon Date: Fri, 1 Sep 2023 18:10:18 -0500 Subject: [PATCH] Ignore the room type of local servers This fixes an infinite loop where the local server is filtered out of the server list when "joining" a local match with files added. --- src/d_clisrv.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/d_clisrv.c b/src/d_clisrv.c index 16c3c6e80..39aab865f 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -1609,8 +1609,8 @@ static boolean SL_InsertServer(serverinfo_pak* info, SINT8 node) if (strcmp(info->application, SRB2APPLICATION)) return false;/* that's a different mod */ - if (info->modifiedgame != (mpmenu.room == 1)) - return false;/* CORE vs MODDED! */ + if (!server && info->modifiedgame != (mpmenu.room == 1)) + return false;/* CORE vs MODDED! Unless we ARE the server (i.e. local play), then it's fine to not match. */ i = serverlistcount++; } @@ -2844,7 +2844,7 @@ void CL_ClearPlayer(INT32 playernum) P_SetTarget(&players[playernum].skybox.viewpoint, NULL); P_SetTarget(&players[playernum].skybox.centerpoint, NULL); P_SetTarget(&players[playernum].awayview.mobj, NULL); - + } // Handle parties.