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Make sure we don't save IPs when hosting games...
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2 changed files with 10 additions and 9 deletions
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@ -2077,7 +2077,7 @@ static void CL_ConnectToServer(void)
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// @TODO: Save the proper server name, right now it doesn't seem like we can consistently retrieve it from the serverlist....?
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// It works... sometimes but not always which is weird.
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if (*joinedIP) // false if we have "" which is \0
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if (*joinedIP && strlen(joinedIP)) // false if we have "" which is \0
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M_AddToJoinedIPs(joinedIP, netbuffer->u.serverinfo.servername);
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strcpy(joinedIP, ""); // And empty this for good measure regardless of whether or not we actually used it.
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@ -3757,6 +3757,7 @@ void SV_StartSinglePlayerServer(void)
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server = true;
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netgame = false;
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multiplayer = false;
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strcpy(joinedIP, ""); // Make sure to empty this so that we don't save garbage when we start our own game. (because yes we use this for netgames too....)
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if (modeattacking == ATTACKING_CAPSULES)
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{
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@ -928,16 +928,16 @@ boolean M_Responder(event_t *ev)
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routine(ch);
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return true;
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}
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// Handle menu-specific input handling. If this returns true we skip regular input handling.
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if (currentMenu->inputroutine)
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{
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INT32 res = 0;
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if (shiftdown && ch >= 32 && ch <= 127)
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ch = shiftxform[ch];
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res = currentMenu->inputroutine(ch);
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if (res)
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return true;
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}
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@ -2780,24 +2780,24 @@ boolean M_JoinIPInputs(INT32 ch)
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UINT16 i;
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for (i=0; i < strlen(paste); i++)
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M_ChangeStringCvar(paste[i]); // We can afford to do this since we're currently on that cvar.
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return true; // Don't input the V obviously lol.
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}
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}
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else if (currentMenu->numitems - itemOn <= NUMLOGIP && ch == KEY_ENTER) // On one of the last 3 options for IP rejoining
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{
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UINT8 index = NUMLOGIP - (currentMenu->numitems - itemOn);
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// Is there an address at this part of the table?
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if (joinedIPlist[index][0] && strlen(joinedIPlist[index][0]))
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M_JoinIP(joinedIPlist[index][0]);
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else
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S_StartSound(NULL, sfx_lose);
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return true; // eat input.
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}
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return false;
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}
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