Fix R_GetEntityToken ending prematurely
If spawn var key or value is "" it caused R_GetEntityToken (available to cgame, used by opengl2) to stop parsing, whereas game VM would continue. Changed it to match parsing used for game VM (see G_GET_ENTITY_TOKEN in code/server/sv_game.c). The map poq3dm5 has a "wait" key with value "".
This commit is contained in:
parent
5a3e10d716
commit
c8c7bb1dc3
2 changed files with 2 additions and 2 deletions
|
@ -1776,7 +1776,7 @@ qboolean R_GetEntityToken( char *buffer, int size ) {
|
||||||
|
|
||||||
s = COM_Parse( &s_worldData.entityParsePoint );
|
s = COM_Parse( &s_worldData.entityParsePoint );
|
||||||
Q_strncpyz( buffer, s, size );
|
Q_strncpyz( buffer, s, size );
|
||||||
if ( !s_worldData.entityParsePoint || !s[0] ) {
|
if ( !s_worldData.entityParsePoint && !s[0] ) {
|
||||||
s_worldData.entityParsePoint = s_worldData.entityString;
|
s_worldData.entityParsePoint = s_worldData.entityString;
|
||||||
return qfalse;
|
return qfalse;
|
||||||
} else {
|
} else {
|
||||||
|
|
|
@ -2722,7 +2722,7 @@ qboolean R_GetEntityToken( char *buffer, int size ) {
|
||||||
|
|
||||||
s = COM_Parse( &s_worldData.entityParsePoint );
|
s = COM_Parse( &s_worldData.entityParsePoint );
|
||||||
Q_strncpyz( buffer, s, size );
|
Q_strncpyz( buffer, s, size );
|
||||||
if ( !s_worldData.entityParsePoint || !s[0] ) {
|
if ( !s_worldData.entityParsePoint && !s[0] ) {
|
||||||
s_worldData.entityParsePoint = s_worldData.entityString;
|
s_worldData.entityParsePoint = s_worldData.entityString;
|
||||||
return qfalse;
|
return qfalse;
|
||||||
} else {
|
} else {
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue