Comments (4)
I guess the fix is still working then because there is no "broken" red/blue skin for morgan?
The only problem I'm seeing is that in theory the engine doesn't know how to interpret what g_gametype is (GT_TEAM could be redefined to anything) but that's most likely never happening.
from jk2mv.
typedef enum {
GT_FFA, // free for all
GT_HOLOCRON, // holocron ffa
GT_JEDIMASTER, // jedi master
GT_TOURNAMENT, // one on one tournament
GT_SINGLE_PLAYER, // single player ffa
//-- team games go after this --
GT_TEAM, // team deathmatch
GT_SAGA, // saga
GT_CTF, // capture the flag
GT_CTY,
GT_MAX_GAME_TYPE
} gametype_t;
So it appears GT_TEAM == 5. Alternatively, include bg_public.h.
Yes, there is no broken red/blue skin for morgan, which is why this cvar should be disabled in team games. (similarly, kyle/fpls2 etc don't work in team games because skin is always forced clientside to red or blue in basejk.)
Oh, and g_gametype should be changed to sv_gametype in my suggestion for it to work.
from jk2mv.
yeah, of course, you can just include or define it but it (in a very strict way of thinking) isn't right. A mod could e.g. add another singleplayer gametype and jk2mv then would do weird stuff with it. That will not happen since it didnt the last 12 years but well...
What about removing the team_model checks completely? In case there is no broken team_model and /red /blue is automatically appended this should work, too:?
if (mv_fixbrokenmodels->integer) {
char model[80];
Q_strncpyz(model, Info_ValueForKey(cl->userinfo, "model"), sizeof(model));
if (Q_stristr(model, "kyle/fpls") || (Q_stristr(model, "morgan") && (stricmp(model, "morgan/default_mp") && stricmp(model, "morgan/red") && stricmp(model, "morgan/blue"))))
Info_SetValueForKey(cl->userinfo, "model", "kyle/default");
}
from jk2mv.
Yeah, good solution.
from jk2mv.
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from jk2mv.