fix(fgame): print objective text to all player screens (#901)

This commit is contained in:
Alex S authored and GitHub committed 2026-03-10 21:16:46 +01:00
1 parent ab43a0def6
commit 25b336eb58
1 file changed
+2 -2
+2 -2
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@@ -4529,7 +4529,7 @@ void ScriptThread::AddObjective(int index, int status, str text, Vector location
sTmp = Info_ValueForKey(sTmp, "flags");
if (!(atoi(sTmp) & OBJ_FLAG_CURRENT)) {
if (last_time != level.inttime) {
gi.Printf("An objective has been added!\n");
gi.SendServerCommand(-1, "print \"" HUD_MESSAGE_WHITE "An objective has been added!\n\"");
last_time = level.inttime;
}
}
@@ -4537,7 +4537,7 @@ void ScriptThread::AddObjective(int index, int status, str text, Vector location
break;
case OBJ_STATUS_COMPLETED:
if (last_time != level.inttime) {
gi.Printf("An objective has been completed!\n");
gi.SendServerCommand(-1, "print \"" HUD_MESSAGE_WHITE "An objective has been completed!\n\"");
last_time = level.inttime;
}
if (g_gametype->integer == GT_SINGLE_PLAYER) {