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[SP] Fix hanging cutscenes on fast machines (#1153)
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On machines that can load levels faster than the hardcoded entity
spawning delay, the Icarus sequencer could reference non-existing
entities and therefore fail to chain events to progress cutscenes.

This change increases the number of warmup frames by 1 to push the
possible client-server connection time to after all relevant entities
have been spawned.
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lawadr committed Oct 3, 2023
1 parent bf403f7 commit c9d3e97
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion code/server/sv_init.cpp
Expand Up @@ -311,7 +311,7 @@ void SV_SpawnServer( const char *server, ForceReload_e eForceReload, qboolean bA
SV_InitGameProgs();

// run a few frames to allow everything to settle
for ( i = 0 ;i < 3 ; i++ ) {
for ( i = 0 ;i < 4 ; i++ ) {
ge->RunFrame( sv.time );
sv.time += 100;
re.G2API_SetTime(sv.time,G2T_SV_TIME);
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