Use current production _serversettings.gsc

This commit is contained in:
efinst0rm 2023-04-15 12:39:41 -05:00
parent 230bd784f2
commit c5091bef79
2 changed files with 10 additions and 15 deletions

View File

@ -3,11 +3,9 @@
#using scripts\shared\callbacks_shared;
#using scripts\shared\system_shared;
#insert scripts\shared\shared.gsh;
#namespace serversettings;
REGISTER_SYSTEM( "serversettings", &__init__, undefined )
function autoexec __init__sytem__() { system::register("serversettings",&__init__,undefined,undefined); }
function __init__()
{
@ -17,36 +15,33 @@ function __init__()
function init()
{
level.hostname = GetDvarString( "sv_hostname");
if (level.hostname == "")
{
if(level.hostname == "")
level.hostname = "CoDHost";
}
SetDvar("sv_hostname", level.hostname);
SetDvar("ui_hostname", level.hostname);
//makeDvarServerInfo("ui_hostname", "CoDHost");
level.motd = GetDvarString( "scr_motd" );
if(level.motd == "")
{
level.motd = "";
}
SetDvar("scr_motd", level.motd);
SetDvar("ui_motd", level.motd);
//makeDvarServerInfo("ui_motd", "");
level.allowvote = GetDvarString( "g_allowvote" );
if(level.allowvote == "")
{
level.allowvote = "1";
}
SetDvar("g_allowvote", level.allowvote);
SetDvar("ui_allowvote", level.allowvote);
//makeDvarServerInfo("ui_allowvote", "1");
level.allow_teamchange = "1";
SetDvar("ui_allow_teamchange", level.allow_teamchange);
level.friendlyfire = GetGametypeSetting( "friendlyfiretype" );
SetDvar("ui_friendlyfire", level.friendlyfire);
//makeDvarServerInfo("ui_friendlyfire", "0");
if(GetDvarString( "scr_mapsize") == "")
SetDvar("scr_mapsize", "64");
@ -62,7 +57,7 @@ function init()
constrain_gametype(GetDvarString( "g_gametype"));
constrain_map_size(level.mapsize);
thread setup_callbacks();
for(;;)
@ -88,7 +83,7 @@ function update()
SetDvar("ui_motd", level.motd);
}
g_allowvote = GetDvarString( "g_allowvote");
g_allowvote = GetDvarString( "g_allowvote" );
if(level.allowvote != g_allowvote)
{
level.allowvote = g_allowvote;
@ -211,4 +206,4 @@ function setup_callbacks()
function default_onForfeit()
{
level.gameForfeited = false;
}
}