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Node and player isn't the same thing !#^&*%^:'\[[^!#^$4&@(é@*(&$*@#à$%@
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1 changed files with 4 additions and 4 deletions
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@ -109,7 +109,7 @@ static INT16 consistancy[BACKUPTICS];
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static UINT32 resynch_score[MAXNETNODES]; // "score" for kicking -- if this gets too high then cfail kick
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static UINT16 resynch_delay[MAXNETNODES]; // delay time before the player can be considered to have desynched
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static UINT32 resynch_status[MAXNETNODES]; // 0 bit means synched for that player, 1 means possibly desynched
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static UINT8 resynch_sent[MAXNETNODES][MAXNETNODES]; // what synch packets have we attempted to send to the player
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static UINT8 resynch_sent[MAXNETNODES][MAXPLAYERS]; // what synch packets have we attempted to send to the player
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static UINT8 resynch_inprogress[MAXNETNODES];
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static UINT8 resynch_local_inprogress = false; // WE are desynched and getting packets to fix it.
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static UINT8 player_joining = false;
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@ -928,7 +928,7 @@ static void SV_InitResynchVars(INT32 node)
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resynch_score[node] = 0; // clean slate
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resynch_status[node] = 0x00;
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resynch_inprogress[node] = false;
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memset(resynch_sent[node], 0, MAXNETNODES);
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memset(resynch_sent[node], 0, MAXPLAYERS);
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}
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static void SV_RequireResynch(INT32 node)
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@ -941,12 +941,12 @@ static void SV_RequireResynch(INT32 node)
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resynch_inprogress[node] = true; // so we know to send a PT_RESYNCHEND after sync
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// Initial setup
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memset(resynch_sent[node], 0, MAXNETNODES);
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memset(resynch_sent[node], 0, MAXPLAYERS);
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (!playeringame[i]) // Player not in game so just drop it from required synch
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resynch_status[node] &= ~(1<<i);
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else if (i == node); // instantly update THEIR position
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else if (playernode[i] == node); // instantly update THEIR position
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else // Send at random times based on num players
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resynch_sent[node][i] = M_RandomKey(D_NumPlayers()>>1)+1;
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}
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