Made the game compile again

I don't know if networking still works.
This commit is contained in:
RedEnchilada 2016-06-15 23:15:14 -05:00
parent 20585bea28
commit 11f62025da
3 changed files with 6 additions and 8 deletions

View file

@ -414,7 +414,6 @@ OBJS:=$(i_main_o) \
$(OBJDIR)/string.o \ $(OBJDIR)/string.o \
$(OBJDIR)/d_main.o \ $(OBJDIR)/d_main.o \
$(OBJDIR)/d_clisrv.o \ $(OBJDIR)/d_clisrv.o \
$(OBJDIR)/d_net.o \
$(OBJDIR)/d_netfil.o \ $(OBJDIR)/d_netfil.o \
$(OBJDIR)/d_netcmd.o \ $(OBJDIR)/d_netcmd.o \
$(OBJDIR)/dehacked.o \ $(OBJDIR)/dehacked.o \
@ -473,13 +472,12 @@ OBJS:=$(i_main_o) \
$(OBJDIR)/sounds.o \ $(OBJDIR)/sounds.o \
$(OBJDIR)/w_wad.o \ $(OBJDIR)/w_wad.o \
$(OBJDIR)/filesrch.o \ $(OBJDIR)/filesrch.o \
$(OBJDIR)/mserv.o \ $(OBJDIR)/lzf.o \
$(OBJDIR)/i_tcp.o \
$(OBJDIR)/lzf.o \
$(OBJDIR)/vid_copy.o \ $(OBJDIR)/vid_copy.o \
$(OBJDIR)/d_enet.o \
$(OBJDIR)/d_datawrap.o \
$(OBJDIR)/b_bot.o \ $(OBJDIR)/b_bot.o \
$(i_cdmus_o) \ $(i_cdmus_o) \
$(i_net_o) \
$(i_system_o) \ $(i_system_o) \
$(i_sound_o) \ $(i_sound_o) \
$(OBJS) $(OBJS)

View file

@ -79,14 +79,14 @@ deny:
//must be hacked/buggy client //must be hacked/buggy client
lua_settop(gL, 0); // clear stack lua_settop(gL, 0); // clear stack
CONS_Alert(CONS_WARNING, M_GetText("Illegal lua command received from %s\n"), player_names[playernum]); CONS_Alert(CONS_WARNING, M_GetText("Illegal lua command received from %s\n"), player_names[playernum]);
if (server) /*if (server)
{ {
XBOXSTATIC UINT8 bufn[2]; XBOXSTATIC UINT8 bufn[2];
bufn[0] = (UINT8)playernum; bufn[0] = (UINT8)playernum;
bufn[1] = KICK_MSG_CON_FAIL; bufn[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &bufn, 2); SendNetXCmd(XD_KICK, &bufn, 2);
} }*/ ///@NET TODO
} }
// Wrapper for COM_AddCommand commands // Wrapper for COM_AddCommand commands

View file

@ -3141,7 +3141,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
// Killing dead. Just for kicks. // Killing dead. Just for kicks.
// Require source and inflictor be player. Don't hurt for firing rings. // Require source and inflictor be player. Don't hurt for firing rings.
if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_RandomChance(5*FRACUNIT/16)) if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_RandomChance(5*FRACUNIT/16))
P_DamageMobj(source, target, target, 1); P_DamageMobj(source, target, target, 1, 0);
// do the damage // do the damage
if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player)) if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player))