Fix some d_clisrv compile errors. Left some in regarding angleturn because I know we have it different but I can't remember exactly how.

Made issue #133 regarding some changes we should mirror.
This commit is contained in:
Sryder 2021-02-27 15:19:51 +00:00
parent 98bcfc7cac
commit a25d721a6a

View file

@ -1074,6 +1074,7 @@ static void SV_SendPlayerInfo(INT32 node)
static boolean SV_SendServerConfig(INT32 node) static boolean SV_SendServerConfig(INT32 node)
{ {
boolean waspacketsent; boolean waspacketsent;
INT32 i, j;
memset(&netbuffer->u.servercfg, 0, sizeof netbuffer->u.servercfg); memset(&netbuffer->u.servercfg, 0, sizeof netbuffer->u.servercfg);
@ -1093,7 +1094,6 @@ static boolean SV_SendServerConfig(INT32 node)
// THESE MAY NOT BE NEEDED ANYMORE?! // THESE MAY NOT BE NEEDED ANYMORE?!
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
netbuffer->u.servercfg.adminplayers[i] = (SINT8)adminplayers[i];
for (j = 0; j < PWRLV_NUMTYPES; j++) for (j = 0; j < PWRLV_NUMTYPES; j++)
netbuffer->u.servercfg.powerlevels[i][j] = clientpowerlevels[i][j]; netbuffer->u.servercfg.powerlevels[i][j] = clientpowerlevels[i][j];
@ -1379,8 +1379,10 @@ static void CL_ReloadReceivedSavegame(void)
P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16)); P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16));
} }
camera.subsector = R_PointInSubsector(camera.x, camera.y); for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
camera2.subsector = R_PointInSubsector(camera2.x, camera2.y); {
camera[i].subsector = R_PointInSubsector(camera[i].x, camera[i].y);
}
cl_redownloadinggamestate = false; cl_redownloadinggamestate = false;
@ -2398,8 +2400,6 @@ void CL_RemovePlayer(INT32 playernum, kickreason_t reason)
playerpernode[node]--; playerpernode[node]--;
if (playerpernode[node] <= 0) if (playerpernode[node] <= 0)
{ {
// If a resynch was in progress, well, it no longer needs to be.
SV_InitResynchVars(node);
nodeingame[node] = false; nodeingame[node] = false;
Net_CloseConnection(node); Net_CloseConnection(node);
ResetNode(node); ResetNode(node);
@ -4163,6 +4163,8 @@ static void HandlePacketFromAwayNode(SINT8 node)
if (client) if (client)
{ {
INT32 j, k;
maketic = gametic = neededtic = (tic_t)LONG(netbuffer->u.servercfg.gametic); maketic = gametic = neededtic = (tic_t)LONG(netbuffer->u.servercfg.gametic);
G_SetGametype(netbuffer->u.servercfg.gametype); G_SetGametype(netbuffer->u.servercfg.gametype);
@ -4425,8 +4427,8 @@ static void HandlePacketFromPlayer(SINT8 node)
} }
// Check player consistancy during the level // Check player consistancy during the level
if (realstart <= gametic && realstart + BACKUPTICS - 1 > gametic && gamestate == GS_LEVEL if (realstart <= gametic && realstart + TICQUEUE - 1 > gametic && gamestate == GS_LEVEL
&& consistancy[realstart%BACKUPTICS] != SHORT(netbuffer->u.clientpak.consistancy) && consistancy[realstart%TICQUEUE] != SHORT(netbuffer->u.clientpak.consistancy)
&& !resendingsavegame[node] && savegameresendcooldown[node] <= I_GetTime() && !resendingsavegame[node] && savegameresendcooldown[node] <= I_GetTime()
&& !SV_ResendingSavegameToAnyone()) && !SV_ResendingSavegameToAnyone())
{ {
@ -4853,9 +4855,9 @@ static INT16 Consistancy(void)
{ {
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo = (mobj_t *)th; mo = (mobj_t *)th;
if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN | MF_STICKY)) if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN | MF_STICKY))
{ {
ret -= mo->type; ret -= mo->type;
@ -5672,8 +5674,8 @@ void NetUpdate(void)
// Don't erase tics not acknowledged // Don't erase tics not acknowledged
counts = realtics; counts = realtics;
if (maketic + counts >= firstticstosend + BACKUPTICS) if (maketic + counts >= firstticstosend + TICQUEUE)
counts = firstticstosend+BACKUPTICS-maketic-1; counts = firstticstosend+TICQUEUE-maketic-1;
for (i = 0; i < counts; i++) for (i = 0; i < counts; i++)
SV_Maketic(); // Create missed tics and increment maketic SV_Maketic(); // Create missed tics and increment maketic
@ -5770,7 +5772,7 @@ rewind_t *CL_SaveRewindPoint(size_t demopos)
return NULL; return NULL;
save_p = rewind->savebuffer; save_p = rewind->savebuffer;
P_SaveNetGame(); P_SaveNetGame(false);
rewind->leveltime = leveltime; rewind->leveltime = leveltime;
rewind->next = rewindhead; rewind->next = rewindhead;
rewind->demopos = demopos; rewind->demopos = demopos;
@ -5794,7 +5796,7 @@ rewind_t *CL_RewindToTime(tic_t time)
return NULL; return NULL;
save_p = rewindhead->savebuffer; save_p = rewindhead->savebuffer;
P_LoadNetGame(); P_LoadNetGame(false);
wipegamestate = gamestate; // No fading back in! wipegamestate = gamestate; // No fading back in!
timeinmap = leveltime; timeinmap = leveltime;