fix dedicated server replicating local players

This commit is contained in:
Dante Helmore 2025-09-17 10:41:17 -07:00
parent cd3dc63411
commit eb19af6568
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@ -4303,7 +4303,11 @@ boolean SV_SpawnServer(void)
// strictly speaking, i'm not convinced the following is necessary
// but I'm not confident enough to remove it entirely in case it breaks something
{
// in a listen server, this sends the local player information to the server so
// that the client has players replicated on the server. in dedicated, there is
// no local player!
if (!dedicated) {
UINT8 *availabilitiesbuffer = R_GetSkinAvailabilities(false, -1);
SINT8 node = 0;
for (; node < MAXNETNODES; node++)