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mv_fixbrokenmodels shouldn't affect team games #26
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I guess the fix is still working then because there is no "broken" red/blue skin for morgan? |
So it appears GT_TEAM == 5. Alternatively, include bg_public.h. Oh, and g_gametype should be changed to sv_gametype in my suggestion for it to work. |
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");
} |
Yeah, good solution. |
Because the "broken" models can only be triggered in non-team games (skins are forced to either blue or red in team games on the clientside).
The problem is that if you enter "team_model morgan" in a team game when mv_fixbrokenmodels is enabled, you get kyle skin. There are some people like me who use the team_model command and rather not have to write "morgan/red" instead of morgan. Huge issue, I know. 😸
I suggest changing
to
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