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Only activate server command panel when server is simulating
Only activate the command panel in the host section of the Server Browser when the server is actually simulating. Else we can crash the server by submitting commands when its in an uninitialized state. Client AI Settings reparse is also only executed when the client is simulating from now on.
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@ -27,6 +27,7 @@ History:
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#ifndef CLIENT_DLL
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#include "engine/server/server.h"
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#endif // CLIENT_DLL
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#include "engine/client/clientstate.h"
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#include "networksystem/serverlisting.h"
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#include "networksystem/pylon.h"
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#include "networksystem/listmanager.h"
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@ -484,7 +485,7 @@ void CBrowser::HostPanel(void)
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}
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ImGui::Spacing();
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if (!g_pHostState->m_bActiveGame)
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if (!g_pServer->IsActive())
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{
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if (ImGui::Button("Start Server", ImVec2(ImGui::GetWindowContentRegionWidth(), 32)))
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{
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@ -576,15 +577,18 @@ void CBrowser::HostPanel(void)
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if (ImGui::Button("AI Settings Reparse", ImVec2(ImGui::GetWindowContentRegionWidth(), 32)))
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{
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DevMsg(eDLL_T::ENGINE, "Reparsing AI data on %s\n", "server and client");
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DevMsg(eDLL_T::ENGINE, "Reparsing AI data on %s\n", g_pClientState->IsActive() ? "server and client" : "server");
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ProcessCommand("aisettings_reparse");
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ProcessCommand("aisettings_reparse_client");
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if (g_pClientState->IsActive())
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{
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ProcessCommand("aisettings_reparse_client");
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}
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}
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if (ImGui::Button("Weapon Settings Reparse", ImVec2(ImGui::GetWindowContentRegionWidth(), 32)))
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{
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DevMsg(eDLL_T::ENGINE, "Reparsing weapon data on %s\n", "server and client");
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DevMsg(eDLL_T::ENGINE, "Reparsing weapon data on %s\n", g_pClientState->IsActive() ? "server and client" : "server");
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ProcessCommand("weapon_reparse");
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}
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}
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