Make the join sync hack a little more robust

This commit is contained in:
fickleheart 2019-02-01 07:50:42 -06:00
parent 7f7dd0097b
commit 09eef5f6b1

View file

@ -4628,7 +4628,10 @@ void G_ReadDemoExtraData(void)
playeringame[p] = true;
G_AddPlayer(p);
players[p].spectator = true;
P_RandomByte(); // I'm pretty sure this ISN'T right, but it syncs my one test replay.
// There's likely an off-by-one error in timing recording or playback of joins. This hacks around it so I don't have to find out where that is. \o/
if (oldcmd[p].forwardmove)
P_RandomByte();
}
else
{