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authorMichael Smith <mikesmiffy128@gmail.com>2023-07-29 13:55:41 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2023-08-02 01:10:12 +0100
commitf96b854987dfa8bb5b49eb07a88fad8d051fd131 (patch)
tree1dcdf23f9e6f07a7eb9476bf1dac99ecf8b406ed
parent472b37fbf06e3588ff8ec9496aef44758ebf1bc3 (diff)
Fix another stupid fps_max exploit
-rw-r--r--src/fixes.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/fixes.c b/src/fixes.c
index 8d5bb77..79f4e3d 100644
--- a/src/fixes.c
+++ b/src/fixes.c
@@ -81,13 +81,13 @@ static void generalfixes(void) {
struct con_var *v = con_findvar("fps_max");
if (GAMETYPE_MATCHES(L4Dx)) {
// for L4D games, generally changing anything above normal limits is
- // banned, but externally capping FPS will always be possible so we
+ // disallowed, but externally capping FPS will always be possible so we
// might as well allow lowering it ingame for convenience.
if (v->parent->base.flags & (CON_HIDDEN | CON_DEVONLY)) {
v->parent->base.flags &= ~(CON_HIDDEN | CON_DEVONLY);
v->parent->hasmax = true; v->parent->maxval = 300;
}
- else {
+ else if (!v->parent->hasmax) {
// in TLS, this was made changeable, but still limit to 1000 to
// prevent breaking the engine
v->parent->hasmax = true; v->parent->maxval = 1000;