function bool CheckEndGame(PlayerReplicationInfo Winner, string Reason)
{
// pooty attempt fix end of round drama.
/*if(ONSOnslaughtGame(Level.Game) != none)
{ return true;
}*/
}
The idea was for Onslaught games, return true here so the game ends and players cant run around afterwards. For other game types just do whatever it did before.
I wanted UTCompOmni to work for other game types besides onslaught so I did it that way on purpose. It might be better to return false there instead if that's what you want change.
I think it was short circuiting the rest of the game rules/end game logic. When CheckEndGame returns a true it means game over. I think things occasionally get out of order, and that one would fire true, end the game before the rest of the logic kicked in...
It returns false as the default, the ONS specific stuff is just commented out. The false basically says "I don't think the game has ended" I looked at it as that authority rested with something else, namely, TeamGame.CheckEndGame (which ends up calling ONSOnslaughtGame.SetEndGameFocus).
So for other game types, you might have to add the rules to end the game... but all the default game types already have it, and we don't need to change those.
It's been like that for a long while now McLovin. It's UTComp. I'm not sure what the problem is. It's drawing the scoreboard wrong. My guess is it's something like
captainsnarf wrote: ↑Sun Mar 26, 2023 9:47 am
It's been like that for a long while now McLovin. It's UTComp.
...
It's cosmetic. We've always had bigger problems to fix so it's stayed that way.
I'm pretty sure it doesn't do this with 3x3 games, maybe only with higher player count games.
Yes seemed to be server wide. I didn't see any CPU spikes in the NFO logs, but they are very detailed/granular.
Felt more like a Network issue but no network events were logged by NFO (they will log DDOS attacks and the like)