added simple way to disable lag compensation for every round on a map by adding entry into mapchooser cfg
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@@ -5,6 +5,7 @@
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#include <dhooks>
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#include <clientprefs>
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#include <multicolors>
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#include <mapchooser_extended>
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#define SetBit(%1,%2) ((%1)[(%2) >> 5] |= (1 << ((%2) & 31)))
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#define ClearBit(%1,%2) ((%1)[(%2) >> 5] &= ~(1 << ((%2) & 31)))
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@@ -26,6 +27,7 @@ bool g_bLateLoad = false;
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bool g_bHasPhysHooks = true;
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bool g_bHasOnEntitySpawned = false;
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bool g_bCheckPing = false;
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bool g_bMapDisabled = false;
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int g_iCompenseEntityClass;
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// Don't change this.
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@@ -434,6 +436,10 @@ void OnConVarChanged(ConVar convar, const char[] oldValue, const char[] newValue
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public void OnMapStart()
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{
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char map[128];
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GetCurrentMap(map, sizeof(map));
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g_bMapDisabled = GetMapLagCompensationDisabled(map);
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bool bLate = g_bLateLoad;
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DHookGamerules(g_hEndGameFrame, true);
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@@ -728,7 +734,8 @@ bool CheckEntityForLagComp(int entity, const char[] classname, bool bRecursive=f
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return false;
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// One more than allowed: switch lag compensation off until the next round.
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if(g_iNumEntities >= g_iMaxEntities)
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//switch lag comp off every round if the map is not allowed to use it
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if(g_iNumEntities >= g_iMaxEntities || g_bMapDisabled)
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{
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SuspendLagCompensation();
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return false;
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