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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.
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1 changed files with 15 additions and 13 deletions
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@ -1074,6 +1074,7 @@ static void SV_SendPlayerInfo(INT32 node)
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static boolean SV_SendServerConfig(INT32 node)
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static boolean SV_SendServerConfig(INT32 node)
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{
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{
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boolean waspacketsent;
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boolean waspacketsent;
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INT32 i, j;
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memset(&netbuffer->u.servercfg, 0, sizeof netbuffer->u.servercfg);
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memset(&netbuffer->u.servercfg, 0, sizeof netbuffer->u.servercfg);
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@ -1093,7 +1094,6 @@ static boolean SV_SendServerConfig(INT32 node)
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// THESE MAY NOT BE NEEDED ANYMORE?!
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// THESE MAY NOT BE NEEDED ANYMORE?!
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for (i = 0; i < MAXPLAYERS; i++)
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for (i = 0; i < MAXPLAYERS; i++)
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{
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{
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netbuffer->u.servercfg.adminplayers[i] = (SINT8)adminplayers[i];
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for (j = 0; j < PWRLV_NUMTYPES; j++)
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for (j = 0; j < PWRLV_NUMTYPES; j++)
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netbuffer->u.servercfg.powerlevels[i][j] = clientpowerlevels[i][j];
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netbuffer->u.servercfg.powerlevels[i][j] = clientpowerlevels[i][j];
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@ -1379,8 +1379,10 @@ static void CL_ReloadReceivedSavegame(void)
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P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16));
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P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16));
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}
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}
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camera.subsector = R_PointInSubsector(camera.x, camera.y);
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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camera2.subsector = R_PointInSubsector(camera2.x, camera2.y);
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{
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camera[i].subsector = R_PointInSubsector(camera[i].x, camera[i].y);
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}
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cl_redownloadinggamestate = false;
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cl_redownloadinggamestate = false;
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@ -2398,8 +2400,6 @@ void CL_RemovePlayer(INT32 playernum, kickreason_t reason)
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playerpernode[node]--;
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playerpernode[node]--;
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if (playerpernode[node] <= 0)
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if (playerpernode[node] <= 0)
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{
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{
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// If a resynch was in progress, well, it no longer needs to be.
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SV_InitResynchVars(node);
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nodeingame[node] = false;
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nodeingame[node] = false;
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Net_CloseConnection(node);
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Net_CloseConnection(node);
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ResetNode(node);
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ResetNode(node);
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@ -4163,6 +4163,8 @@ static void HandlePacketFromAwayNode(SINT8 node)
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if (client)
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if (client)
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{
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{
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INT32 j, k;
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maketic = gametic = neededtic = (tic_t)LONG(netbuffer->u.servercfg.gametic);
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maketic = gametic = neededtic = (tic_t)LONG(netbuffer->u.servercfg.gametic);
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G_SetGametype(netbuffer->u.servercfg.gametype);
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G_SetGametype(netbuffer->u.servercfg.gametype);
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@ -4425,8 +4427,8 @@ static void HandlePacketFromPlayer(SINT8 node)
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}
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}
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// Check player consistancy during the level
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// Check player consistancy during the level
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if (realstart <= gametic && realstart + BACKUPTICS - 1 > gametic && gamestate == GS_LEVEL
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if (realstart <= gametic && realstart + TICQUEUE - 1 > gametic && gamestate == GS_LEVEL
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&& consistancy[realstart%BACKUPTICS] != SHORT(netbuffer->u.clientpak.consistancy)
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&& consistancy[realstart%TICQUEUE] != SHORT(netbuffer->u.clientpak.consistancy)
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&& !resendingsavegame[node] && savegameresendcooldown[node] <= I_GetTime()
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&& !resendingsavegame[node] && savegameresendcooldown[node] <= I_GetTime()
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&& !SV_ResendingSavegameToAnyone())
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&& !SV_ResendingSavegameToAnyone())
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{
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{
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@ -4853,9 +4855,9 @@ static INT16 Consistancy(void)
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{
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{
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if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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continue;
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continue;
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mo = (mobj_t *)th;
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mo = (mobj_t *)th;
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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))
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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))
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{
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{
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ret -= mo->type;
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ret -= mo->type;
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@ -5672,8 +5674,8 @@ void NetUpdate(void)
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// Don't erase tics not acknowledged
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// Don't erase tics not acknowledged
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counts = realtics;
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counts = realtics;
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if (maketic + counts >= firstticstosend + BACKUPTICS)
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if (maketic + counts >= firstticstosend + TICQUEUE)
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counts = firstticstosend+BACKUPTICS-maketic-1;
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counts = firstticstosend+TICQUEUE-maketic-1;
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for (i = 0; i < counts; i++)
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for (i = 0; i < counts; i++)
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SV_Maketic(); // Create missed tics and increment maketic
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SV_Maketic(); // Create missed tics and increment maketic
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@ -5770,7 +5772,7 @@ rewind_t *CL_SaveRewindPoint(size_t demopos)
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return NULL;
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return NULL;
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save_p = rewind->savebuffer;
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save_p = rewind->savebuffer;
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P_SaveNetGame();
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P_SaveNetGame(false);
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rewind->leveltime = leveltime;
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rewind->leveltime = leveltime;
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rewind->next = rewindhead;
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rewind->next = rewindhead;
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rewind->demopos = demopos;
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rewind->demopos = demopos;
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@ -5794,7 +5796,7 @@ rewind_t *CL_RewindToTime(tic_t time)
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return NULL;
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return NULL;
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save_p = rewindhead->savebuffer;
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save_p = rewindhead->savebuffer;
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P_LoadNetGame();
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P_LoadNetGame(false);
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wipegamestate = gamestate; // No fading back in!
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wipegamestate = gamestate; // No fading back in!
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timeinmap = leveltime;
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timeinmap = leveltime;
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