mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-03-06 19:31:13 +00:00
User server instead of checking servernode
For some reason both node and servernode are identical at that point. Both were 1 for the client when I tried it myself.
This commit is contained in:
parent
e3779b28dc
commit
43252ca962
1 changed files with 1 additions and 1 deletions
|
|
@ -3749,7 +3749,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
|
|||
/// Also, according to HandleConnect, the server will send the savegame even during intermission...
|
||||
/// Sryder 2018-07-05: If we don't want to send the player config another way we need to send the gamestate
|
||||
/// At almost any gamestate there could be joiners... So just always send gamestate?
|
||||
cl_mode = ((node == servernode) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME);
|
||||
cl_mode = ((server) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME);
|
||||
#else
|
||||
cl_mode = CL_CONNECTED;
|
||||
#endif
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue