Clear sm_nextmap so we don't get stuck in a loop (#1545)
* Pure C++ solution * Pure SourcePawn solution
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+20
-1
@@ -109,6 +109,8 @@ bool NextMapManager::SetNextMap(const char *map)
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return true;
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}
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static char g_nextMap[PLATFORM_MAX_PATH];
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#if SOURCE_ENGINE != SE_DARKMESSIAH
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void NextMapManager::HookChangeLevel(const char *map, const char *unknown)
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#else
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@@ -122,8 +124,16 @@ void NextMapManager::HookChangeLevel(const char *map, const char *unknown, const
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}
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const char *newmap = sm_nextmap.GetString();
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if (newmap[0] != '\0') {
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ke::SafeStrcpy(g_nextMap, sizeof(g_nextMap), newmap);
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newmap = g_nextMap;
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if (newmap[0] == 0 || !g_HL2.IsMapValid(newmap))
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// Clear the value so that if the map load fails later we don't get stuck in a loop.
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// This might cause us to go off-cycle for a map, but nextmap will get us back on track.
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sm_nextmap.SetValue("");
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}
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if (newmap[0] == '\0' || !g_HL2.IsMapValid(newmap))
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{
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RETURN_META(MRES_IGNORED);
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}
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@@ -142,6 +152,15 @@ void NextMapManager::HookChangeLevel(const char *map, const char *unknown, const
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void NextMapManager::OnSourceModLevelChange( const char *mapName )
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{
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// If we were controlling the map change, reset sm_nextmap to be the name of the map we successfully changed to.
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// This maintains an old API contract on the plugin side. We use the real map name even if it was different from
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// the expected map name as if the expected map failed to load we let the game take over instead, but the nextmap
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// plugin compares the sm_nextmap value to the current map to decide if it should advance the mapcycle.
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if (g_nextMap[0] != '\0') {
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sm_nextmap.SetValue(mapName);
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g_nextMap[0] = '\0';
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}
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/* Skip the first 'mapchange' when the server starts up */
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if (m_tempChangeInfo.startTime != 0)
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{
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