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Fix splitscreen handling in SendChallenges
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commit
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1 changed files with 7 additions and 4 deletions
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@ -6330,19 +6330,22 @@ static void SendChallenges(void)
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#endif
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#endif
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memset(knownWhenChallenged, 0, sizeof(knownWhenChallenged));
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memset(knownWhenChallenged, 0, sizeof(knownWhenChallenged));
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memset(lastReceivedSignature, 0, sizeof(lastReceivedSignature));
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GenerateChallenge(netbuffer->u.challengeall.secret);
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GenerateChallenge(netbuffer->u.challengeall.secret);
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memcpy(lastChallengeAll, netbuffer->u.challengeall.secret, sizeof(lastChallengeAll));
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memcpy(lastChallengeAll, netbuffer->u.challengeall.secret, sizeof(lastChallengeAll));
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memset(lastReceivedSignature, 0, sizeof(lastReceivedSignature));
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// Take note of everyone's current key, so that players who disconnect and are replaced aren't held to the old player's challenge.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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memcpy(knownWhenChallenged[i], players[i].public_key, sizeof(knownWhenChallenged[i]));
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}
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for (i = 0; i < MAXNETNODES; i++)
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for (i = 0; i < MAXNETNODES; i++)
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{
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{
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if (nodeingame[i])
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if (nodeingame[i])
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{
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HSendPacket(i, true, 0, sizeof(challengeall_pak));
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HSendPacket(i, true, 0, sizeof(challengeall_pak));
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memcpy(knownWhenChallenged[nodetoplayer[i]], players[nodetoplayer[i]].public_key, sizeof(knownWhenChallenged[nodetoplayer[i]]));
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}
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}
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}
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}
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}
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