Lose the quitflag check until we know while it gets out of sync between clients and server. This cause the new networking code to be somewhat usable again.

git-svn-id: https://svn.eduke32.com/eduke32@1669 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2010-07-05 08:59:58 +00:00
parent 1374de7492
commit 8fa536c83d

View file

@ -1020,7 +1020,7 @@ void Net_ParseServerPacket(ENetEvent * event)
if (TEST_SYNC_KEY(nsyn[i].bits,SK_GAMEQUIT)) g_player[i].playerquitflag = 0;
g_player[i].movefifoend++;
if (g_player[i].playerquitflag == 0) continue;
//if (g_player[i].playerquitflag == 0) continue;
// Bmemcpy(&g_player[i].ps->opos.x, &g_player[i].ps->pos.x, sizeof(vec3_t));
@ -1967,7 +1967,7 @@ void Net_UpdateClients(void)
Bmemcpy(&packbuf[j], &nsyn[i], offsetof(input_t, filler));
j += offsetof(input_t, filler);
if (g_player[i].playerquitflag == 0) continue;
//if (g_player[i].playerquitflag == 0) continue;
Bmemcpy(&packbuf[j], &g_player[i].ps->pos.x, sizeof(vec3_t) * 2);
j += sizeof(vec3_t) * 2;