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Store initial player data in net replay
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parent
1f72df4edb
commit
dee45fdf62
1 changed files with 76 additions and 3 deletions
79
src/g_game.c
79
src/g_game.c
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@ -5434,7 +5434,7 @@ void G_RecordMetal(void)
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void G_BeginRecording(void)
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{
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UINT8 i;
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UINT8 i, p;
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char name[16];
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player_t *player = &players[consoleplayer];
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@ -5481,8 +5481,41 @@ void G_BeginRecording(void)
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WRITEUINT32(demo_p,P_GetInitSeed());
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if (demoflags & DF_MULTIPLAYER) {
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// Net replays don't store player info here! Just skip to the netvars and return out.
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// Netvars first :)
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CV_SaveNetVars(&demo_p);
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// Now store a SIMPLIFIED data struct for each in-game player
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for (p = 0; p < MAXPLAYERS; p++) {
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if (playeringame[p] && !players[p].spectator) {
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player = players[p];
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WRITEUINT8(demo_p, p);
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// Name
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memset(name, 0, 16);
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strncpy(name, player_names[p], 16);
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M_Memcpy(demo_p,name,16);
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demo_p += 16;
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// Skin
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memset(name, 0, 16);
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strncpy(name, skins[player->skin].name, 16);
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M_Memcpy(demo_p,name,16);
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demo_p += 16;
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// Color
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memset(name, 0, 16);
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strncpy(name, COLOR_ENUMS[player->skincolor], 16);
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M_Memcpy(demo_p,name,16);
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demo_p += 16;
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// Score, since Kart uses this to determine where you start on the map
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WRITEUINT32(demo_p, player->score);
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}
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}
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WRITEUINT8(demo_p, 0xFF); // Denote the end of the player listing
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return;
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}
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@ -5738,7 +5771,7 @@ void G_DeferedPlayDemo(const char *name)
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#define SKIPERRORS
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void G_DoPlayDemo(char *defdemoname)
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{
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UINT8 i;
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UINT8 i, p;
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lumpnum_t l;
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char skin[17],color[17],*n,*pdemoname;
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UINT8 version,subversion,charability,charability2,kartspeed,kartweight,thrustfactor,accelstart,acceleration;
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@ -5944,6 +5977,46 @@ void G_DoPlayDemo(char *defdemoname)
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memset(playeringame,0,sizeof(playeringame));
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playeringame[0] = !multiplayer;
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if (multiplayer) {
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player_t *player;
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// Load players that were in-game when the map started
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p = READUINT8(demo_p);
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while (p != 0xFF)
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{
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player = players[p];
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if (!playeringame[displayplayer])
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displayplayer = consoleplayer = p;
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playeringame[p] = true;
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// Name
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M_Memcpy(player_names[p],demo_p,16);
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demo_p += 16;
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// Skin
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M_Memcpy(skin,demo_p,16);
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demo_p += 16;
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SetPlayerSkin(p, skin);
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// Color
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M_Memcpy(color,demo_p,16);
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demo_p += 16;
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for (i = 0; i < MAXSKINCOLORS; i++)
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if (!stricmp(KartColor_Names[i],color)) // SRB2kart
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{
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players[p].skincolor = i;
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break;
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}
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// Score, since Kart uses this to determine where you start on the map
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player->score = READUINT32(demo_p);
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// Look for the next player
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p = READUINT8(demo_p);
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}
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}
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P_SetRandSeed(randseed);
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G_InitNew(false, G_BuildMapName(gamemap), true, true); // Doesn't matter whether you reset or not here, given changes to resetplayer.
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