mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-05-10 19:01:50 +00:00
Write skins, colors, weaponprefs into XD_ADDPLAYER
Should fix the Green Eggman bug. Needs multiplayer testing.
This commit is contained in:
parent
ec70f62f36
commit
c743a156b1
3 changed files with 139 additions and 106 deletions
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@ -3751,6 +3751,12 @@ static void Got_AddPlayer(const UINT8 **p, INT32 playernum)
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newplayer = &players[newplayernum];
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newplayer = &players[newplayernum];
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READSTRINGN(*p, player_names[newplayernum], MAXPLAYERNAME);
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READSTRINGN(*p, player_names[newplayernum], MAXPLAYERNAME);
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UINT16 skin = READUINT16(*p);
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UINT16 color = READUINT16(*p);
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INT16 follower = READINT16(*p);
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UINT16 followercolor = READUINT16(*p);
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UINT8 weaponprefs = READUINT8(*p);
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UINT8 mindelay = READUINT8(*p);
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READMEM(*p, public_key, PUBKEYLENGTH);
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READMEM(*p, public_key, PUBKEYLENGTH);
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READMEM(*p, clientpowerlevels[newplayernum], sizeof(((serverplayer_t *)0)->powerlevels));
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READMEM(*p, clientpowerlevels[newplayernum], sizeof(((serverplayer_t *)0)->powerlevels));
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@ -3790,13 +3796,20 @@ static void Got_AddPlayer(const UINT8 **p, INT32 playernum)
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}
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}
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P_ForceLocalAngle(newplayer, newplayer->angleturn);
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P_ForceLocalAngle(newplayer, newplayer->angleturn);
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D_SendPlayerConfig(splitscreenplayer);
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addedtogame = true;
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addedtogame = true;
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if (server)
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{
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for (i = 0; i < G_LocalSplitscreenPartySize(newplayernum); ++i)
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playerdelaytable[G_LocalSplitscreenPartyMember(newplayernum, i)] = mindelay;
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}
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}
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}
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players[newplayernum].splitscreenindex = splitscreenplayer;
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newplayer->splitscreenindex = splitscreenplayer;
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players[newplayernum].bot = false;
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newplayer->bot = false;
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D_PlayerChangeSkinAndColor(newplayer, skin, color, follower, followercolor);
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WeaponPref_Set(newplayernum, weaponprefs);
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// Previously called at the top of this function, commented as
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// Previously called at the top of this function, commented as
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// "caused desyncs in this spot :(". But we can't do this in
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// "caused desyncs in this spot :(". But we can't do this in
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@ -3986,7 +3999,7 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
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const char *name4, uint8_t *key4, UINT16 *pwr4)
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const char *name4, uint8_t *key4, UINT16 *pwr4)
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{
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{
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INT32 n, newplayernum, i;
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INT32 n, newplayernum, i;
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UINT8 buf[4 + MAXPLAYERNAME + PUBKEYLENGTH + MAXAVAILABILITY + sizeof(((serverplayer_t *)0)->powerlevels)];
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UINT8 buf[4 + MAXPLAYERNAME + 10 + PUBKEYLENGTH + MAXAVAILABILITY + sizeof(((serverplayer_t *)0)->powerlevels)];
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UINT8 *buf_p = buf;
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UINT8 *buf_p = buf;
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boolean newplayer = false;
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boolean newplayer = false;
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@ -4049,6 +4062,8 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
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{
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{
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nodetoplayer[node] = newplayernum;
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nodetoplayer[node] = newplayernum;
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WRITESTRINGN(buf_p, name, MAXPLAYERNAME);
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WRITESTRINGN(buf_p, name, MAXPLAYERNAME);
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D_WritePlayerSkinAndColor(0, NULL, &buf_p);
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D_WritePlayerWeaponPref(0, &buf_p);
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WRITEMEM(buf_p, key, PUBKEYLENGTH);
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WRITEMEM(buf_p, key, PUBKEYLENGTH);
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WRITEMEM(buf_p, pwr, sizeof(((serverplayer_t *)0)->powerlevels));
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WRITEMEM(buf_p, pwr, sizeof(((serverplayer_t *)0)->powerlevels));
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}
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}
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@ -4056,6 +4071,8 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
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{
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{
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nodetoplayer2[node] = newplayernum;
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nodetoplayer2[node] = newplayernum;
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WRITESTRINGN(buf_p, name2, MAXPLAYERNAME);
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WRITESTRINGN(buf_p, name2, MAXPLAYERNAME);
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D_WritePlayerSkinAndColor(1, NULL, &buf_p);
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D_WritePlayerWeaponPref(1, &buf_p);
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WRITEMEM(buf_p, key2, PUBKEYLENGTH);
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WRITEMEM(buf_p, key2, PUBKEYLENGTH);
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WRITEMEM(buf_p, pwr2, sizeof(((serverplayer_t *)0)->powerlevels));
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WRITEMEM(buf_p, pwr2, sizeof(((serverplayer_t *)0)->powerlevels));
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}
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}
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@ -4063,6 +4080,8 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
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{
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{
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nodetoplayer3[node] = newplayernum;
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nodetoplayer3[node] = newplayernum;
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WRITESTRINGN(buf_p, name3, MAXPLAYERNAME);
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WRITESTRINGN(buf_p, name3, MAXPLAYERNAME);
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D_WritePlayerSkinAndColor(2, NULL, &buf_p);
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D_WritePlayerWeaponPref(2, &buf_p);
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WRITEMEM(buf_p, key3, PUBKEYLENGTH);
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WRITEMEM(buf_p, key3, PUBKEYLENGTH);
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WRITEMEM(buf_p, pwr3, sizeof(((serverplayer_t *)0)->powerlevels));
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WRITEMEM(buf_p, pwr3, sizeof(((serverplayer_t *)0)->powerlevels));
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}
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}
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@ -4070,6 +4089,8 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
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{
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{
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nodetoplayer4[node] = newplayernum;
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nodetoplayer4[node] = newplayernum;
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WRITESTRINGN(buf_p, name4, MAXPLAYERNAME);
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WRITESTRINGN(buf_p, name4, MAXPLAYERNAME);
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D_WritePlayerSkinAndColor(3, NULL, &buf_p);
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D_WritePlayerWeaponPref(3, &buf_p);
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WRITEMEM(buf_p, key4, PUBKEYLENGTH);
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WRITEMEM(buf_p, key4, PUBKEYLENGTH);
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WRITEMEM(buf_p, pwr4, sizeof(((serverplayer_t *)0)->powerlevels));
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WRITEMEM(buf_p, pwr4, sizeof(((serverplayer_t *)0)->powerlevels));
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}
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}
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210
src/d_netcmd.c
210
src/d_netcmd.c
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@ -932,35 +932,24 @@ VaguePartyDescription (int playernum, int size, int default_color)
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return party_description;
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return party_description;
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}
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}
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static INT32 snacpending[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
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void D_WritePlayerSkinAndColor(const UINT8 n, const player_t *player, UINT8 **p)
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static INT32 chmappending = 0;
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// name, color, or skin has changed
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//
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static void SendNameAndColor(const UINT8 n)
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{
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{
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const INT32 playernum = g_localplayers[n];
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if (player != NULL)
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player_t *player = NULL;
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if (splitscreen < n)
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{
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{
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return; // can happen if skin4/color4/name4 changed
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// We cannot return during this function,
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// handle your input sanitizing before
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I_Assert(splitscreen >= n);
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}
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}
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if (playernum == -1)
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{
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return;
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}
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player = &players[playernum];
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UINT16 sendColor = cv_playercolor[n].value;
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UINT16 sendColor = cv_playercolor[n].value;
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UINT16 sendFollowerColor = cv_followercolor[n].value;
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UINT16 sendFollowerColor = cv_followercolor[n].value;
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// don't allow inaccessible colors
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// don't allow inaccessible colors
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if (sendColor != SKINCOLOR_NONE && K_ColorUsable(sendColor, false, true) == false)
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if (sendColor != SKINCOLOR_NONE && K_ColorUsable(sendColor, false, true) == false)
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{
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{
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if (player->skincolor && K_ColorUsable(player->skincolor, false, true) == true)
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if (player != NULL // in-game change
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&& player->skincolor != SKINCOLOR_NONE
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&& K_ColorUsable(player->skincolor, false, true) == true)
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{
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{
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// Use our previous color
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// Use our previous color
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CV_StealthSetValue(&cv_playercolor[n], player->skincolor);
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CV_StealthSetValue(&cv_playercolor[n], player->skincolor);
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@ -971,7 +960,11 @@ static void SendNameAndColor(const UINT8 n)
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CV_StealthSetValue(&cv_playercolor[n], SKINCOLOR_NONE);
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CV_StealthSetValue(&cv_playercolor[n], SKINCOLOR_NONE);
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}
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}
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lastgoodcolor[playernum] = sendColor = cv_playercolor[n].value;
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sendColor = cv_playercolor[n].value;
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if (player != NULL)
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{
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lastgoodcolor[player - players] = sendColor;
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}
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}
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}
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// ditto for follower colour:
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// ditto for follower colour:
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@ -981,14 +974,8 @@ static void SendNameAndColor(const UINT8 n)
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sendFollowerColor = cv_followercolor[n].value;
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sendFollowerColor = cv_followercolor[n].value;
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}
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}
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// We'll handle it later if we're not playing.
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if (!Playing())
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{
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return;
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}
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// Don't change skin if the server doesn't want you to.
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// Don't change skin if the server doesn't want you to.
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if (!CanChangeSkin(playernum))
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if (player != NULL && !CanChangeSkin(player - players))
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{
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{
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CV_StealthSet(&cv_skin[n], skins[player->skin]->name);
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CV_StealthSet(&cv_skin[n], skins[player->skin]->name);
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}
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}
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@ -996,7 +983,7 @@ static void SendNameAndColor(const UINT8 n)
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// check if player has the skin loaded (cv_skin may have
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// check if player has the skin loaded (cv_skin may have
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// the name of a skin that was available in the previous game)
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// the name of a skin that was available in the previous game)
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cv_skin[n].value = R_SkinAvailableEx(cv_skin[n].string, false);
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cv_skin[n].value = R_SkinAvailableEx(cv_skin[n].string, false);
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if ((cv_skin[n].value < 0) || !R_SkinUsable(playernum, cv_skin[n].value, false))
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if ((cv_skin[n].value < 0) || !R_SkinUsable((player ? player - players : -1), cv_skin[n].value, false))
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{
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{
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CV_StealthSet(&cv_skin[n], DEFAULTSKIN);
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CV_StealthSet(&cv_skin[n], DEFAULTSKIN);
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cv_skin[n].value = 0;
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cv_skin[n].value = 0;
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@ -1021,52 +1008,66 @@ static void SendNameAndColor(const UINT8 n)
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}
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}
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}
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}
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// Don't send if everything was identical.
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WRITEUINT16(*p, (UINT16)cv_skin[n].value);
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if (!strcmp(cv_playername[n].string, player_names[playernum])
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WRITEUINT16(*p, sendColor);
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&& sendColor == player->prefcolor
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if (horngoner)
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&& !stricmp(cv_skin[n].string, skins[player->prefskin]->name)
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{
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&& !stricmp(cv_follower[n].string,
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WRITEINT16(*p, (-1));
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(player->preffollower < 0 ? "None" : followers[player->preffollower].name))
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}
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&& sendFollowerColor == player->preffollowercolor)
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else
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{
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WRITEINT16(*p, (INT16)cv_follower[n].value);
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}
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//CONS_Printf("Sending follower id %d\n", (INT16)cv_follower[n].value);
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WRITEUINT16(*p, sendFollowerColor);
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}
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static INT32 snacpending[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
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static INT32 chmappending = 0;
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// name, color, or skin has changed
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//
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static void SendNameAndColor(const UINT8 n)
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{
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if (!Playing())
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{
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{
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return;
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return;
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}
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}
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snacpending[n]++;
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if (splitscreen < n)
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{
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return; // can happen if skin4/color4/name4 changed
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}
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const INT32 playernum = g_localplayers[n];
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if (playernum == -1)
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{
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return;
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}
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player_t *player = &players[playernum];
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UINT8 buf[MAXPLAYERNAME+13];
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UINT8 *p = buf;
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// Don't change name if muted
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// Don't change name if muted
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if (player_name_changes[playernum] >= MAXNAMECHANGES)
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if (player_name_changes[player - players] >= MAXNAMECHANGES)
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{
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{
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CV_StealthSet(&cv_playername[n], player_names[playernum]);
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CV_StealthSet(&cv_playername[n], player_names[player - players]);
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HU_AddChatText("\x85* You must wait to change your name again.", false);
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HU_AddChatText("\x85* You must wait to change your name again.", false);
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}
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}
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else if (cv_mute.value && !(server || IsPlayerAdmin(playernum)))
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else if (cv_mute.value && !(server || IsPlayerAdmin(player - players)))
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{
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{
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CV_StealthSet(&cv_playername[n], player_names[playernum]);
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CV_StealthSet(&cv_playername[n], player_names[player - players]);
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}
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}
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else // Cleanup name if changing it
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else // Cleanup name if changing it
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{
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{
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CleanupPlayerName(playernum, cv_playername[n].zstring);
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CleanupPlayerName(player - players, cv_playername[n].zstring);
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}
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}
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char buf[MAXPLAYERNAME+13];
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char *p = buf;
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// Finally write out the complete packet and send it off.
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WRITESTRINGN(p, cv_playername[n].zstring, MAXPLAYERNAME);
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WRITESTRINGN(p, cv_playername[n].zstring, MAXPLAYERNAME);
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WRITEUINT16(p, sendColor);
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D_WritePlayerSkinAndColor(n, player, &p);
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WRITEUINT16(p, (UINT16)cv_skin[n].value);
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if (horngoner)
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{
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WRITEINT16(p, (-1));
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}
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else
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{
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WRITEINT16(p, (INT16)cv_follower[n].value);
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}
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//CONS_Printf("Sending follower id %d\n", (INT16)cv_follower[n].value);
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WRITEUINT16(p, sendFollowerColor);
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snacpending[n]++;
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SendNetXCmdForPlayer(n, XD_NAMEANDCOLOR, buf, p - buf);
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SendNetXCmdForPlayer(n, XD_NAMEANDCOLOR, buf, p - buf);
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}
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}
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@ -1131,6 +1132,30 @@ static void FinalisePlaystateChange(INT32 playernum)
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P_CheckRacers(); // also SRB2Kart
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P_CheckRacers(); // also SRB2Kart
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}
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}
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void D_PlayerChangeSkinAndColor(player_t *p, UINT16 skin, UINT16 color, INT16 follower, UINT16 followercolor)
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{
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// queue the rest for next round
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p->prefcolor = color % numskincolors;
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if (K_ColorUsable(p->prefcolor, false, false) == false)
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{
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p->prefcolor = SKINCOLOR_NONE;
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}
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p->prefskin = skin;
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p->preffollowercolor = followercolor;
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p->preffollower = follower;
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if (
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(p->jointime <= 1) // Just entered
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|| (cv_restrictskinchange.value == 0 // Not restricted
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&& !Y_IntermissionPlayerLock()) // Not start of intermission
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)
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{
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// update preferences immediately
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G_UpdatePlayerPreferences(p);
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}
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}
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static void Got_NameAndColor(const UINT8 **cp, INT32 playernum)
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static void Got_NameAndColor(const UINT8 **cp, INT32 playernum)
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{
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{
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player_t *p = &players[playernum];
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player_t *p = &players[playernum];
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@ -1164,8 +1189,8 @@ static void Got_NameAndColor(const UINT8 **cp, INT32 playernum)
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}
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}
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READSTRINGN(*cp, name, MAXPLAYERNAME);
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READSTRINGN(*cp, name, MAXPLAYERNAME);
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color = READUINT16(*cp);
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skin = READUINT16(*cp);
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skin = READUINT16(*cp);
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color = READUINT16(*cp);
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follower = READINT16(*cp);
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follower = READINT16(*cp);
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followercolor = READUINT16(*cp);
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followercolor = READUINT16(*cp);
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@ -1176,26 +1201,7 @@ static void Got_NameAndColor(const UINT8 **cp, INT32 playernum)
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SetPlayerName(playernum, name);
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SetPlayerName(playernum, name);
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}
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}
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// queue the rest for next round
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D_PlayerChangeSkinAndColor(p, skin, color, follower, followercolor);
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p->prefcolor = color % numskincolors;
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if (K_ColorUsable(p->prefcolor, false, false) == false)
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{
|
|
||||||
p->prefcolor = SKINCOLOR_NONE;
|
|
||||||
}
|
|
||||||
|
|
||||||
p->prefskin = skin;
|
|
||||||
p->preffollowercolor = followercolor;
|
|
||||||
p->preffollower = follower;
|
|
||||||
|
|
||||||
if (
|
|
||||||
(p->jointime <= 1) // Just entered
|
|
||||||
|| (cv_restrictskinchange.value == 0 // Not restricted
|
|
||||||
&& !Y_IntermissionPlayerLock()) // Not start of intermission
|
|
||||||
)
|
|
||||||
{
|
|
||||||
// update preferences immediately
|
|
||||||
G_UpdatePlayerPreferences(p);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
enum {
|
enum {
|
||||||
|
|
@ -1215,26 +1221,26 @@ enum {
|
||||||
// HOURS LOST TO G_PlayerReborn: UNCOUNTABLE
|
// HOURS LOST TO G_PlayerReborn: UNCOUNTABLE
|
||||||
};
|
};
|
||||||
|
|
||||||
void WeaponPref_Send(UINT8 ssplayer)
|
void D_WritePlayerWeaponPref(const UINT8 n, UINT8 **p)
|
||||||
{
|
{
|
||||||
UINT8 prefs = 0;
|
UINT8 prefs = 0;
|
||||||
|
|
||||||
if (cv_kickstartaccel[ssplayer].value)
|
if (cv_kickstartaccel[n].value)
|
||||||
prefs |= WP_KICKSTARTACCEL;
|
prefs |= WP_KICKSTARTACCEL;
|
||||||
|
|
||||||
if (cv_autoroulette[ssplayer].value)
|
if (cv_autoroulette[n].value)
|
||||||
prefs |= WP_AUTOROULETTE;
|
prefs |= WP_AUTOROULETTE;
|
||||||
|
|
||||||
if (cv_shrinkme[ssplayer].value)
|
if (cv_shrinkme[n].value)
|
||||||
prefs |= WP_SHRINKME;
|
prefs |= WP_SHRINKME;
|
||||||
|
|
||||||
if (gamecontrolflags[ssplayer] & GCF_ANALOGSTICK)
|
if (gamecontrolflags[n] & GCF_ANALOGSTICK)
|
||||||
prefs |= WP_ANALOGSTICK;
|
prefs |= WP_ANALOGSTICK;
|
||||||
|
|
||||||
if (cv_autoring[ssplayer].value)
|
if (cv_autoring[n].value)
|
||||||
prefs |= WP_AUTORING;
|
prefs |= WP_AUTORING;
|
||||||
|
|
||||||
if (ssplayer == 0)
|
if (n == 0)
|
||||||
{
|
{
|
||||||
if (cv_voice_selfmute.value)
|
if (cv_voice_selfmute.value)
|
||||||
prefs |= WP_SELFMUTE;
|
prefs |= WP_SELFMUTE;
|
||||||
|
|
@ -1243,14 +1249,19 @@ void WeaponPref_Send(UINT8 ssplayer)
|
||||||
prefs |= WP_SELFDEAFEN;
|
prefs |= WP_SELFDEAFEN;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (cv_strictfastfall[ssplayer].value)
|
if (cv_strictfastfall[n].value)
|
||||||
prefs |= WP_STRICTFASTFALL;
|
prefs |= WP_STRICTFASTFALL;
|
||||||
|
|
||||||
UINT8 buf[2];
|
WRITEUINT8(*p, prefs);
|
||||||
buf[0] = prefs;
|
WRITEUINT8(*p, cv_mindelay.value);
|
||||||
buf[1] = cv_mindelay.value;
|
}
|
||||||
|
|
||||||
SendNetXCmdForPlayer(ssplayer, XD_WEAPONPREF, buf, sizeof buf);
|
void WeaponPref_Send(UINT8 ssplayer)
|
||||||
|
{
|
||||||
|
UINT8 buf[2];
|
||||||
|
UINT8 *p = buf;
|
||||||
|
D_WritePlayerWeaponPref(ssplayer, &p);
|
||||||
|
SendNetXCmdForPlayer(ssplayer, XD_WEAPONPREF, buf, p - buf);
|
||||||
}
|
}
|
||||||
|
|
||||||
void WeaponPref_Save(UINT8 **cp, INT32 playernum)
|
void WeaponPref_Save(UINT8 **cp, INT32 playernum)
|
||||||
|
|
@ -1280,13 +1291,10 @@ void WeaponPref_Save(UINT8 **cp, INT32 playernum)
|
||||||
WRITEUINT8(*cp, prefs);
|
WRITEUINT8(*cp, prefs);
|
||||||
}
|
}
|
||||||
|
|
||||||
size_t WeaponPref_Parse(const UINT8 *bufstart, INT32 playernum)
|
void WeaponPref_Set(INT32 playernum, UINT8 prefs)
|
||||||
{
|
{
|
||||||
const UINT8 *p = bufstart;
|
|
||||||
player_t *player = &players[playernum];
|
player_t *player = &players[playernum];
|
||||||
|
|
||||||
UINT8 prefs = READUINT8(p);
|
|
||||||
|
|
||||||
player->pflags &= ~(PF_KICKSTARTACCEL|PF_SHRINKME|PF_AUTOROULETTE|PF_AUTORING);
|
player->pflags &= ~(PF_KICKSTARTACCEL|PF_SHRINKME|PF_AUTOROULETTE|PF_AUTORING);
|
||||||
player->pflags2 &= ~(PF2_SELFMUTE | PF2_SELFDEAFEN | PF2_STRICTFASTFALL);
|
player->pflags2 &= ~(PF2_SELFMUTE | PF2_SELFDEAFEN | PF2_STRICTFASTFALL);
|
||||||
|
|
||||||
|
|
@ -1315,14 +1323,14 @@ size_t WeaponPref_Parse(const UINT8 *bufstart, INT32 playernum)
|
||||||
|
|
||||||
if (prefs & WP_STRICTFASTFALL)
|
if (prefs & WP_STRICTFASTFALL)
|
||||||
player->pflags2 |= PF2_STRICTFASTFALL;
|
player->pflags2 |= PF2_STRICTFASTFALL;
|
||||||
|
}
|
||||||
|
|
||||||
if (leveltime < 2)
|
size_t WeaponPref_Parse(const UINT8 *bufstart, INT32 playernum)
|
||||||
{
|
{
|
||||||
// BAD HACK: No other place I tried to slot this in
|
const UINT8 *p = bufstart;
|
||||||
// made it work for the host when they initally host,
|
|
||||||
// so this will have to do.
|
UINT8 prefs = READUINT8(p);
|
||||||
K_UpdateShrinkCheat(player);
|
WeaponPref_Set(playernum, prefs);
|
||||||
}
|
|
||||||
|
|
||||||
return p - bufstart;
|
return p - bufstart;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -201,7 +201,11 @@ void D_RegisterServerCommands(void);
|
||||||
void D_RegisterClientCommands(void);
|
void D_RegisterClientCommands(void);
|
||||||
void CleanupPlayerName(INT32 playernum, const char *newname);
|
void CleanupPlayerName(INT32 playernum, const char *newname);
|
||||||
boolean EnsurePlayerNameIsGood(char *name, INT32 playernum);
|
boolean EnsurePlayerNameIsGood(char *name, INT32 playernum);
|
||||||
|
void D_WritePlayerSkinAndColor(const UINT8 n, const player_t *player, UINT8 **p);
|
||||||
|
void D_PlayerChangeSkinAndColor(player_t *player, UINT16 skin, UINT16 color, INT16 follower, UINT16 followercolor);
|
||||||
|
void D_WritePlayerWeaponPref(const UINT8 n, UINT8 **p);
|
||||||
void WeaponPref_Send(UINT8 ssplayer);
|
void WeaponPref_Send(UINT8 ssplayer);
|
||||||
|
void WeaponPref_Set(INT32 playernum, UINT8 prefs);
|
||||||
void WeaponPref_Save(UINT8 **cp, INT32 playernum);
|
void WeaponPref_Save(UINT8 **cp, INT32 playernum);
|
||||||
size_t WeaponPref_Parse(const UINT8 *p, INT32 playernum);
|
size_t WeaponPref_Parse(const UINT8 *p, INT32 playernum);
|
||||||
void D_SendPlayerConfig(UINT8 n);
|
void D_SendPlayerConfig(UINT8 n);
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue