Fix randomseed in multiplayer.

Merged from private network branch.

Patch by [IFOC]75, prepared by Striker.

git-svn-id: https://svn.eduke32.com/eduke32@6454 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2017-09-27 02:30:28 +00:00
parent fc0eabebb6
commit 11ce89d294
3 changed files with 3 additions and 3 deletions

View file

@ -6854,7 +6854,7 @@ int G_DoMoveThings(void)
// Moved lower so it is restored correctly by diffs:
// everyothertime++;
if (g_netServer || g_netClient)
if (g_netClient) // [75] The server should not overwrite its own randomseed
randomseed = ticrandomseed;
for (bssize_t TRAVERSE_CONNECT(i))

View file

@ -5644,7 +5644,7 @@ void A_Execute(int spriteNum, int playerNum, int playerDist)
}
*/
if (g_netServer || g_netClient)
if (g_netClient) // [75] The server should not overwrite its own randomseed
randomseed = ticrandomseed;
if (EDUKE32_PREDICT_FALSE((unsigned)vm.pSprite->sectnum >= MAXSECTORS))

View file

@ -3608,7 +3608,7 @@ void P_FragPlayer(int playerNum)
DukePlayer_t *const pPlayer = g_player[playerNum].ps;
spritetype *const pSprite = &sprite[pPlayer->i];
if (g_netServer || g_netClient)
if (g_netClient) // [75] The server should not overwrite its own randomseed
randomseed = ticrandomseed;
if (pSprite->pal != 1)