If the client has caught up to the server -- say, during a wipe -- make GetLag return a ping of zero

Should fix the momentarily large ping bug.
This commit is contained in:
toaster 2022-08-25 18:00:19 +01:00
parent c9035c3f91
commit 8931522627

View file

@ -5625,6 +5625,9 @@ boolean D_IsPlayerHumanAndGaming (INT32 player_number)
tic_t GetLag(INT32 node)
{
// If the client has caught up to the server -- say, during a wipe -- lag is meaningless.
if (nettics[node] > gametic)
return 0;
return gametic - nettics[node];
}