engine: use Host_IsLocalClient where it should be, as it checks for local games, not specifically singleplayer games

This commit is contained in:
Alibek Omarov
2026-05-05 01:01:20 +05:00
parent e907e9fc95
commit eb79bc6b40
3 changed files with 3 additions and 3 deletions

View File

@@ -2854,7 +2854,7 @@ static void CL_ReadPackets( void )
// hot precache and downloading resources
if( cls.signon == SIGNONS && cl.lastresourcecheck < host.realtime )
{
double checktime = Host_IsLocalGame() ? 0.1 : 1.0;
double checktime = Host_IsLocalClient() ? 0.1 : 1.0;
if( !cls.dl.custom && cl.resourcesneeded.pNext != &cl.resourcesneeded )
{

View File

@@ -188,7 +188,7 @@ void UI_ShowConnectionWarning( void )
if( cls.state != ca_connected )
return;
if( Host_IsLocalClient() )
if( Host_IsLocalClient( ))
return;
if( ++cl.lostpackets == 8 )

View File

@@ -233,7 +233,7 @@ static int VOX_MixChannelToBuffer( portable_samplepair_t *pbuf, channel_t *chan,
static int S_MixNormalChannels( portable_samplepair_t *dst, int end, int rate )
{
const qboolean local = Host_IsLocalGame();
const qboolean local = Host_IsLocalClient();
const qboolean ingame = CL_IsInGame();
const int num_samples = ( end - snd.paintedtime ) / ( SOUND_DMA_SPEED / rate );