DEADSOFTWARE

game: do not use absolute path in wad selection widgets (it looks ugly, and [almost...
[d2df-sdl.git] / src / game / g_netmsg.pas
index 1c44acacf18cd4b437c528ac620b1c3c4c168f2d..484f8bb2d0641fd8e131b552a50f92bf6df82eda 100644 (file)
@@ -476,7 +476,11 @@ begin
   if gState in [STATE_INTERCUSTOM, STATE_FOLD] then
     MH_SEND_GameEvent(NET_EV_MAPEND, 0, 'N', C^.ID);
 
-  if NetUseMaster then g_Net_Slist_Update;
+  if NetUseMaster then
+  begin
+    //g_Net_Slist_Update;
+    g_Net_Slist_Pulse();
+  end;
 end;
 
 
@@ -487,6 +491,7 @@ begin
   if not C.WaitForFirstSpawn then exit;
   plr := g_Player_Get(C^.Player);
   if not assigned(plr) then exit;
+  g_Net_Slist_ServerPlayerComes();
   e_LogWritefln('*** client #%u (cid #%u) first spawn', [C.ID, C.Player]);
   C.WaitForFirstSpawn := false;
   plr.FNoRespawn := false;
@@ -1796,7 +1801,7 @@ begin
         gGameSettings.GameMode := gSwitchGameMode;
 
         gWADHash := EvHash;
-        if not g_Game_StartMap(EvStr, True) then
+        if not g_Game_StartMap(false{asMegawad}, EvStr, True) then
         begin
           if not isWadPath(EvStr) then
             g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [gGameSettings.WAD + ':\' + EvStr]))