| 24 |
|
|
| 25 |
|
#define BETTER_SYNC |
| 26 |
|
|
| 27 |
– |
void DoRareSync( short Player, sockaddr_in * sender ) |
| 28 |
– |
{ |
| 29 |
– |
flatline_packet sync = {0}; |
| 30 |
– |
|
| 31 |
– |
if (Player > max_connections || !PlayerList[ Player ] ) return; |
| 32 |
– |
|
| 33 |
– |
|
| 34 |
– |
// DDrConsole_PrintF( "Sending sync data for player %i, new index %u", Player, PlayerList[ Player ]->rare_sync_index); |
| 35 |
– |
sender->sin_addr.S_un.S_addr = htonl(sender->sin_addr.S_un.S_addr); |
| 36 |
– |
sync.id = RARE_SYNC_DATA; |
| 37 |
– |
sprintf( sync.rare_sync_data.Class, TMrInstance_GetInstanceName( PlayerList[ Player ]->Chr->ONCC ) ); |
| 38 |
– |
//using ->Inventory instead of ->Chr->Inventory to keep the index and Inventory in sync, just in case. |
| 39 |
– |
memcpy( &(sync.rare_sync_data.Inventory), &(PlayerList[ Player ]->Inventory), sizeof(Inventory) ); |
| 40 |
– |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
| 41 |
– |
sync.rare_sync_data.Inventory.Weapons[0] = NULL; |
| 42 |
– |
sync.rare_sync_data.Inventory.Weapons[1] = NULL; |
| 43 |
– |
sync.rare_sync_data.Inventory.Weapons[2] = NULL; |
| 44 |
– |
sync.rare_sync_data.PlayerNum = Player; |
| 45 |
– |
sync.rare_sync_data.index = PlayerList[ Player ]->rare_sync_index; |
| 46 |
– |
NetTCPServer_Send( sender, (char*)&sync, sizeof(rare_sync_data) + FLATLINE_HEADER ); |
| 47 |
– |
} |
| 48 |
– |
|
| 49 |
– |
enum |
| 50 |
– |
{ |
| 51 |
– |
JustSpawned, |
| 52 |
– |
FirstPass, |
| 53 |
– |
SecondPass, |
| 54 |
– |
NoPass, |
| 55 |
– |
}; |
| 56 |
– |
|
| 27 |
|
bool FLrServer_PacketCallback(char* data, int datalen, int from) |
| 28 |
|
{ |
| 29 |
|
int i, j; |
| 71 |
|
|
| 72 |
|
//sending this several times to make sure it gets through. Really need to make up some form of packet tracking. |
| 73 |
|
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 74 |
< |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 74 |
> |
/* NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 75 |
|
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 76 |
|
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 77 |
|
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
| 78 |
|
Sleep(100); |
| 79 |
< |
|
| 79 |
> |
*/ |
| 80 |
|
new_char.id = NEW_PLAYER; |
| 81 |
|
Char = &new_char.new_player.Character; |
| 82 |
|
memset(Char, 0, sizeof(CharacterObject)); |
| 171 |
|
input_struct * packet_input = &packet->input_struct; |
| 172 |
|
|
| 173 |
|
|
| 174 |
< |
PlayerList[i]->Actions1 = packet_input->Actions1; |
| 175 |
< |
PlayerList[i]->Actions2 = packet_input->Actions2; |
| 176 |
< |
PlayerList[i]->MouseDeltaX = packet_input->MouseDeltaX; |
| 177 |
< |
PlayerList[i]->MouseDeltaY = packet_input->MouseDeltaY; |
| 174 |
> |
PlayerList[i]->InputFromClient.Actions1 = packet_input->Actions1; |
| 175 |
> |
PlayerList[i]->InputFromClient.Actions2 = packet_input->Actions2; |
| 176 |
> |
PlayerList[i]->InputFromClient.MouseDeltaX = packet_input->MouseDeltaX; |
| 177 |
> |
PlayerList[i]->InputFromClient.MouseDeltaY = packet_input->MouseDeltaY; |
| 178 |
|
PlayerList[i]->LastInputTime = packet_input->Time; |
| 179 |
|
|
| 180 |
|
break; |
| 181 |
|
} |
| 212 |
– |
case RARE_SYNC_DATA_REQUEST: |
| 213 |
– |
DoRareSync( packet->sync_request , &sender); |
| 214 |
– |
break; |
| 182 |
|
case PK_PONG: |
| 183 |
|
for(i = 0; i < max_connections; i++) { |
| 184 |
|
if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) { |
| 245 |
|
} |
| 246 |
|
|
| 247 |
|
|
| 281 |
– |
RGBA green = {0, 0xFF, 0, 0}; |
| 282 |
– |
RGBA red = {0, 0, 0xFF, 0}; |
| 283 |
– |
RGBA grey = {0x80,0x80,0x80,0x80}; |
| 284 |
– |
|
| 285 |
– |
//FLrClient_Run |
| 286 |
– |
//Looping function that waits for packets from the server. |
| 287 |
– |
int client_slot = 0; |
| 288 |
– |
|
| 289 |
– |
void FLrClient_GetPackets() |
| 290 |
– |
{ |
| 291 |
– |
flatline_packet packet; |
| 292 |
– |
uint16_t len; |
| 293 |
– |
//#define SPAM_INPUT |
| 294 |
– |
#ifdef SPAM_INPUT |
| 295 |
– |
struct timeval lasttime; |
| 296 |
– |
struct timeval thistime; |
| 297 |
– |
gettimeofday(&lasttime, 0); |
| 298 |
– |
#endif |
| 299 |
– |
|
| 300 |
– |
|
| 301 |
– |
while(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, &packet, &len)) { |
| 302 |
– |
//packet = (flatline_packet*)data; |
| 303 |
– |
//DDrConsole_PrintF("Data recieved, length %i, type %i", len, ((flatline_packet*)data)->id); |
| 304 |
– |
switch(packet.id) { |
| 305 |
– |
case MESSAGE: |
| 306 |
– |
COrMessage_Print(packet.data, "chat", 0); |
| 307 |
– |
break; |
| 308 |
– |
case CHANGE_NAME: |
| 309 |
– |
if(PlayerList[(char)packet.data[0]]) |
| 310 |
– |
{ |
| 311 |
– |
char message_buffer[1024]; |
| 312 |
– |
sprintf(message_buffer,"%s changed their name to %s", PlayerList[(char)packet.data[0]]->name, packet.data + 1); |
| 313 |
– |
COrMessage_Print(message_buffer, "name_change", 0); |
| 314 |
– |
|
| 315 |
– |
sprintf_s(PlayerList[packet.data[0]]->name, 32, "%s", packet.data + 1); |
| 316 |
– |
|
| 317 |
– |
} |
| 318 |
– |
break; |
| 319 |
– |
case CONNECT_SEND: |
| 320 |
– |
;if(1) { |
| 321 |
– |
flatline_packet connect_recv; |
| 322 |
– |
memcpy(&connect_recv.connect_reply.message,"This isn't a server!", sizeof("This isn't a server!")); |
| 323 |
– |
NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&connect_recv, sizeof(bool) + FLATLINE_HEADER + sizeof("This isn't a server!")); |
| 324 |
– |
} |
| 325 |
– |
case CONNECT_REPLY: |
| 326 |
– |
break; //extra packet or something. |
| 327 |
– |
case NEW_PLAYER: |
| 328 |
– |
;if(1) { //haxhaxhax |
| 329 |
– |
CharacterObject* Char = &(packet.new_player.Character); |
| 330 |
– |
uint32_t chr_index = 0; |
| 331 |
– |
Character* PC; |
| 332 |
– |
DDrConsole_PrintF("%i | %i", packet.new_player.Playernumber ,client_slot); |
| 333 |
– |
//Char->OSD.Options = 0; |
| 334 |
– |
if(packet.new_player.Playernumber == client_slot) { |
| 335 |
– |
PlayerList[packet.new_player.Playernumber] = &Players[0]; |
| 336 |
– |
PC = (ONgGameState->PlayerCharacter); |
| 337 |
– |
Players[0].Chr = PC; |
| 338 |
– |
|
| 339 |
– |
} |
| 340 |
– |
else { |
| 341 |
– |
ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index); |
| 342 |
– |
ONgGameState->CharacterStorage[chr_index].charType = 0; |
| 343 |
– |
PlayerList[packet.new_player.Playernumber] = &Players[chr_index]; |
| 344 |
– |
Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]); |
| 345 |
– |
Players[chr_index].Chr->Flags &= 0xFFBFFFFF; |
| 346 |
– |
Players[chr_index].spawnnumber = chr_index; |
| 347 |
– |
DDrConsole_PrintF("Spawning player %s, class %s, slot %i", ((new_player*)(packet.data))->Character.OSD.Name, ((new_player*)(packet.data))->Character.OSD.Class,chr_index) ; |
| 348 |
– |
sprintf_s(Players[chr_index].name, 32, "%s", ((new_player*)(packet.data))->Character.OSD.Name); |
| 349 |
– |
} |
| 350 |
– |
//Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0); |
| 351 |
– |
break; |
| 352 |
– |
} |
| 353 |
– |
case PLAYER_DATA: |
| 354 |
– |
if(1) { //haxhaxhax |
| 355 |
– |
player_data* pd = &packet.player_data; |
| 356 |
– |
uint16_t i = pd->PlayerNum; |
| 357 |
– |
|
| 358 |
– |
pd = (void*)packet.data; |
| 359 |
– |
|
| 360 |
– |
|
| 361 |
– |
if (i > max_connections) break; |
| 362 |
– |
if( !PlayerList[i] ) break; |
| 363 |
– |
|
| 364 |
– |
memcpy( &(PlayerList[i]->player_data), pd, sizeof(player_data) ); |
| 365 |
– |
if(PlayerList[i]->player_data.Health == 0) |
| 366 |
– |
{ |
| 367 |
– |
short breakfast = 1; |
| 368 |
– |
} |
| 369 |
– |
if( !server_started && pd->rare_sync_index > PlayerList[i]->rare_sync_index ) |
| 370 |
– |
{ |
| 371 |
– |
int sent_bytes; |
| 372 |
– |
flatline_packet sync_request = {0}; |
| 373 |
– |
sync_request.id = RARE_SYNC_DATA_REQUEST; |
| 374 |
– |
sync_request.sync_request = i; |
| 375 |
– |
DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index); |
| 376 |
– |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) ); |
| 377 |
– |
} |
| 378 |
– |
|
| 379 |
– |
PlayerList[i]->DataApplied = NoPass; |
| 248 |
|
|
| 249 |
|
|
| 382 |
– |
break; |
| 383 |
– |
} |
| 384 |
– |
case RARE_SYNC_DATA: |
| 385 |
– |
if(1) { |
| 386 |
– |
sl_arg hax[2]; |
| 387 |
– |
int dontuse; |
| 388 |
– |
uint16_t i = packet.rare_sync_data.PlayerNum; |
| 389 |
– |
|
| 390 |
– |
if (i > max_connections) break; |
| 391 |
– |
if( !PlayerList[i] ) break; |
| 392 |
– |
|
| 393 |
– |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
| 394 |
– |
packet.rare_sync_data.Inventory.Weapons[0] = NULL; |
| 395 |
– |
packet.rare_sync_data.Inventory.Weapons[1] = NULL; |
| 396 |
– |
packet.rare_sync_data.Inventory.Weapons[2] = NULL; |
| 397 |
– |
// TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC ); |
| 398 |
– |
|
| 399 |
– |
//add the target character |
| 400 |
– |
hax[0].type = sl_int32; |
| 401 |
– |
hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber; |
| 402 |
– |
|
| 403 |
– |
//add the new class |
| 404 |
– |
//fix this later so we cant buffer overflow :O |
| 405 |
– |
hax[1].type = sl_str32; |
| 406 |
– |
hax[1].value_str32 = packet.rare_sync_data.Class; |
| 407 |
– |
|
| 408 |
– |
//we are directly calling a bsl function instead of using the normal method for two reasons |
| 409 |
– |
//1. it has all the checking built in |
| 410 |
– |
iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax ); |
| 411 |
– |
//DDrConsole_PrintF( "Recieved sync data for player %i, class %s, old index %u, new index %u", i, packet.rare_sync_data.Class, PlayerList[i]->rare_sync_index, packet.rare_sync_data.index); |
| 412 |
– |
memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory )); |
| 413 |
– |
|
| 414 |
– |
PlayerList[i]->rare_sync_index = packet.rare_sync_data.index; |
| 415 |
– |
} |
| 416 |
– |
break; |
| 417 |
– |
case FLATLINE_EVENT: |
| 418 |
– |
FLcEventHandler( packet.flatline_event.event_index, packet.flatline_event.intArray ); |
| 419 |
– |
break; |
| 420 |
– |
case PK_PING: |
| 421 |
– |
packet.id = PK_PONG; |
| 422 |
– |
NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&packet, FLATLINE_HEADER + 4); |
| 423 |
– |
break; |
| 424 |
– |
case PK_ALL_INPUT: |
| 425 |
– |
if(1) |
| 426 |
– |
{ |
| 427 |
– |
int Player, i; |
| 428 |
– |
for(i = 0; packet.all_input[i].PlayerNum != -1; i++) |
| 429 |
– |
{ |
| 430 |
– |
Player = packet.all_input[i].PlayerNum; |
| 431 |
– |
if(PlayerList[Player]) |
| 432 |
– |
{ |
| 433 |
– |
PlayerList[Player]->Actions1 = packet.all_input[Player].Actions1; |
| 434 |
– |
PlayerList[Player]->Actions2 = packet.all_input[Player].Actions2; |
| 435 |
– |
PlayerList[Player]->MouseDeltaX = packet.all_input[Player].MouseDeltaX; |
| 436 |
– |
PlayerList[Player]->MouseDeltaY = packet.all_input[Player].MouseDeltaY; |
| 437 |
– |
PlayerList[Player]->Facing = packet.all_input[Player].Facing; |
| 438 |
– |
PlayerList[Player]->DesiredFacing = packet.all_input[Player].DesiredFacing; |
| 439 |
– |
PlayerList[Player]->Position = packet.all_input[Player].Position; |
| 440 |
– |
PlayerList[Player]->NeedToSetFP = 1; |
| 441 |
– |
} |
| 442 |
– |
} |
| 443 |
– |
} |
| 444 |
– |
break; |
| 445 |
– |
default: |
| 446 |
– |
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
| 447 |
– |
break; |
| 448 |
– |
} |
| 449 |
– |
} |
| 450 |
– |
} |
| 250 |
|
|
| 251 |
|
|
| 453 |
– |
bool FLrClient_Run(flatline_packet* packet) |
| 454 |
– |
{ |
| 455 |
– |
|
| 456 |
– |
char data[1400]; |
| 457 |
– |
uint16_t len; |
| 458 |
– |
int j; |
| 459 |
– |
int sent_bytes; |
| 460 |
– |
client_connected = 0; |
| 461 |
– |
|
| 462 |
– |
|
| 463 |
– |
//starts the connection |
| 464 |
– |
DDrConsole_PrintF("Connecting to server %s on socket %i", inet_ntoa(address.sin_addr), client_sock); |
| 465 |
– |
sent_bytes = NetUDPSocket_Send(client_sock, (sockaddr*)&address, (char*)packet, 255); |
| 466 |
– |
if(sent_bytes == SOCKET_ERROR) { |
| 467 |
– |
NetCatchError(); |
| 468 |
– |
} |
| 469 |
– |
//loops once per second waiting for a reply. |
| 470 |
– |
for(j = 0; j < CONNECTION_TIMEOUT; j++) { |
| 471 |
– |
while(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, data, &len)){ |
| 472 |
– |
packet = (flatline_packet*)data; |
| 473 |
– |
if(packet->id == CONNECT_REPLY) { |
| 474 |
– |
if(packet->connect_reply.goodtogo){ |
| 475 |
– |
|
| 476 |
– |
client_connected = 1; |
| 477 |
– |
|
| 478 |
– |
client_slot = ((connect_reply*)packet->data)->player_slot; |
| 479 |
– |
|
| 480 |
– |
PlayerList[client_slot] = Players+client_slot; |
| 481 |
– |
PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter; |
| 482 |
– |
|
| 483 |
– |
DDrConsole_PrintColored("Connection successful!",0,green, grey); |
| 484 |
– |
|
| 485 |
– |
sprintf_s( PlayerList[client_slot]->name, 32, "%s", player_name ); |
| 486 |
– |
|
| 487 |
– |
//disable local input. |
| 488 |
– |
DDrPatch_NOOP(0x004FA929, 5 + 6 + 5); |
| 489 |
– |
|
| 490 |
– |
//Disable local turning |
| 491 |
– |
//DDrPatch_NOOP(0x004F7EA8, 2); |
| 492 |
– |
//DDrPatch_Byte( 0x004F7EB1 , 0xE9); |
| 493 |
– |
//DDrPatch_MakeJump( 0x004F7EB1, 0x004F8030 ); |
| 494 |
– |
|
| 495 |
– |
|
| 496 |
– |
//DDrPatch_Byte(0x04ED6FB, 0xEB); |
| 497 |
– |
|
| 498 |
– |
//DDrConsole_PrintF("Slot %i", ((connect_reply*)packet)->player_slot); |
| 499 |
– |
//DDrPatch_NOOP(0x43B23,0x10); |
| 500 |
– |
//DDrPatch_NOOP(0x4EC248,(0x5A-0x48)); |
| 501 |
– |
//DDrPatch_NOOP(0x4EC861, 6); |
| 502 |
– |
break; |
| 503 |
– |
} |
| 504 |
– |
else { |
| 505 |
– |
DDrConsole_PrintF("Connection rejected: %s", ((connect_reply*)packet->data)->message); |
| 506 |
– |
return false; |
| 507 |
– |
break; |
| 508 |
– |
} |
| 509 |
– |
} |
| 510 |
– |
} |
| 511 |
– |
if(client_connected) break; |
| 512 |
– |
DDrConsole_PrintF("Connection timing out in %i seconds...", CONNECTION_TIMEOUT - j); |
| 513 |
– |
Sleep(1000); |
| 514 |
– |
} |
| 515 |
– |
//the client timed out without recieving an error message. |
| 516 |
– |
if(!client_connected) { |
| 517 |
– |
DDrConsole_PrintColored("Connection timed out.",0,red, grey); |
| 518 |
– |
return false; |
| 519 |
– |
} |
| 520 |
– |
|
| 521 |
– |
return true; |
| 522 |
– |
} |
| 523 |
– |
|
| 252 |
|
//wtf, this needs cleaned up... |
| 253 |
|
player_info *FLr_FindEmptySlot() { |
| 254 |
|
int j; |
| 278 |
|
} IMtPoint2D; |
| 279 |
|
static flatline_packet cache_input = {0}; |
| 280 |
|
|
| 553 |
– |
bool ShouldSendUpdate( int i, Character* Player, ActiveCharacter* Active_Player ) |
| 554 |
– |
{ |
| 555 |
– |
return |
| 556 |
– |
MultiplayerStatus.PleaseUpdateAllPlayers ? 1 : |
| 557 |
– |
strcmp(PlayerList[i]->player_data.Animation, |
| 558 |
– |
TMrInstance_GetInstanceName(Active_Player->Animation)) ? 1 : |
| 559 |
– |
PlayerList[i]->player_data.Health != Player->Health ? 1 : 0; |
| 560 |
– |
} |
| 281 |
|
|
| 282 |
|
void * ONICALL FLrInput_Update_Keys(void) |
| 283 |
|
{ |
| 307 |
|
|
| 308 |
|
if(!(server_started || client_connected)) return ONgGameState; |
| 309 |
|
|
| 590 |
– |
all_input.id = PK_ALL_INPUT; |
| 310 |
|
|
| 311 |
< |
if(server_started && ONgGameState->GameTime % 120 == 0) |
| 311 |
> |
if(server_started) |
| 312 |
|
{ |
| 313 |
< |
FLsPingAll(); |
| 314 |
< |
} |
| 313 |
> |
if(ONgGameState->GameTime % 120 == 0) |
| 314 |
> |
{ |
| 315 |
> |
FLsPingAll(); |
| 316 |
> |
} |
| 317 |
|
|
| 318 |
< |
if(server_started && PlayerList[0]) |
| 319 |
< |
{ |
| 320 |
< |
PlayerList[0]->Actions1 = ONgGameState->Input.Current.Actions1; |
| 321 |
< |
PlayerList[0]->Actions2 = ONgGameState->Input.Current.Actions2; |
| 322 |
< |
PlayerList[0]->MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
| 323 |
< |
PlayerList[0]->MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
| 318 |
> |
if(PlayerList[0]) |
| 319 |
> |
{ |
| 320 |
> |
PlayerList[0]->InputFromClient.Actions1 = ONgGameState->Input.Current.Actions1; |
| 321 |
> |
PlayerList[0]->InputFromClient.Actions2 = ONgGameState->Input.Current.Actions2; |
| 322 |
> |
PlayerList[0]->InputFromClient.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
| 323 |
> |
PlayerList[0]->InputFromClient.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
| 324 |
> |
} |
| 325 |
> |
FLsSendPlayerData(); |
| 326 |
|
} |
| 604 |
– |
|
| 327 |
|
for(i = 0; i < max_connections; i++) { |
| 328 |
|
ActiveCharacter * Active_Player; |
| 329 |
|
Character* Player; |
| 338 |
|
DDrConsole_Print("Warning, missing Character!"); |
| 339 |
|
continue; |
| 340 |
|
} |
| 619 |
– |
if(server_started && PlayerList[i]->Chr->Health > 0 ) |
| 620 |
– |
{ |
| 341 |
|
|
| 622 |
– |
//Set up input packets |
| 623 |
– |
|
| 624 |
– |
all_input.all_input[InputIndex].Actions1 = PlayerList[i]->Actions1; |
| 625 |
– |
all_input.all_input[InputIndex].Actions2 = PlayerList[i]->Actions2; |
| 626 |
– |
all_input.all_input[InputIndex].MouseDeltaX = PlayerList[i]->MouseDeltaX; |
| 627 |
– |
all_input.all_input[InputIndex].MouseDeltaY = PlayerList[i]->MouseDeltaY; |
| 628 |
– |
|
| 629 |
– |
all_input.all_input[InputIndex].Facing = Player->Facing; |
| 630 |
– |
all_input.all_input[InputIndex].DesiredFacing = Player->DesiredFacing; |
| 631 |
– |
|
| 632 |
– |
//Infinity... |
| 633 |
– |
*(int *)&all_input.all_input[InputIndex].Position.X = 0x7f800000; |
| 634 |
– |
if(Active_Player) |
| 635 |
– |
{ |
| 636 |
– |
all_input.all_input[InputIndex].Position = Active_Player->PhyContext->Position; |
| 637 |
– |
} |
| 638 |
– |
|
| 639 |
– |
|
| 640 |
– |
all_input.all_input[InputIndex].PlayerNum = i; |
| 641 |
– |
InputIndex++; |
| 642 |
– |
} |
| 342 |
|
|
| 343 |
|
|
| 344 |
|
//Set the health properly first. |
| 345 |
< |
if( client_connected && PlayerList[i]->DataApplied == FirstPass ) |
| 345 |
> |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Health) ) |
| 346 |
|
{ |
| 347 |
< |
ONrCharacter_SetHitPoints( PlayerList[i]->Chr, PlayerList[i]->player_data.Health); |
| 347 |
> |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->Health.MaxHealth; |
| 348 |
> |
ONrCharacter_SetHitPoints( PlayerList[i]->Chr, PlayerList[i]->Health.Health); |
| 349 |
> |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Health ); |
| 350 |
|
} |
| 351 |
|
//If the player is dead |
| 352 |
|
if( PlayerList[i]->Chr->Health == 0 ) |
| 388 |
|
} |
| 389 |
|
else |
| 390 |
|
{ |
| 391 |
< |
Actions = PlayerList[i]->Actions1; |
| 391 |
> |
Actions = PlayerList[i]->InputFromClient.Actions1; |
| 392 |
|
} |
| 393 |
|
|
| 394 |
|
if(ONgGameState->GameTime - PlayerList[i]->DeathTime > TicksToRespawn && |
| 411 |
|
|
| 412 |
|
PlayerList[i]->state = STATE_ALIVE; |
| 413 |
|
|
| 414 |
< |
|
| 415 |
< |
|
| 416 |
< |
if(Active_Player == 0) continue; |
| 417 |
< |
|
| 418 |
< |
|
| 414 |
> |
if( DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Facing ) ) |
| 415 |
> |
{ |
| 416 |
> |
PlayerList[i]->Chr->Facing = PlayerList[i]->Facings.Facing; |
| 417 |
> |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->Facings.DesiredFacing; |
| 418 |
> |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Facing ); |
| 419 |
> |
} |
| 420 |
|
|
| 421 |
< |
//Active_Player->PlayingFilm.Flags = 1; |
| 720 |
< |
Active_Input = &(Active_Player->Input); |
| 421 |
> |
if(Active_Player == 0) continue; |
| 422 |
|
|
| 423 |
< |
if(server_started && |
| 723 |
< |
ShouldSendUpdate( i, PlayerList[i]->Chr, Active_Player) ) |
| 423 |
> |
if( client_connected && DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Position) ) |
| 424 |
|
{ |
| 425 |
< |
player_data * data; |
| 726 |
< |
flatline_packet data_out = {0}; |
| 727 |
< |
|
| 425 |
> |
Active_Player->PhyContext->Position = PlayerList[i]->Position; |
| 426 |
|
|
| 427 |
< |
data_out.id = PLAYER_DATA; |
| 428 |
< |
data = (void*)&(data_out.data); |
| 731 |
< |
data->PlayerNum = i; |
| 732 |
< |
data->Health = PlayerList[i]->Chr->Health; |
| 733 |
< |
data->MaxHealth = PlayerList[i]->Chr->MaxHealth; |
| 734 |
< |
//data->Position = PlayerList[i]->Chr->Position; |
| 735 |
< |
//data->Facing = PlayerList[i]->Chr->Facing; |
| 736 |
< |
//data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing; |
| 737 |
< |
//data->Position = Active_Player->PhyContext->Position; |
| 738 |
< |
memcpy(data->Animation, TMrInstance_GetInstanceName(Active_Player->Animation), 31); |
| 739 |
< |
data->Frame = Active_Player->Frame; |
| 427 |
> |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Position ); |
| 428 |
> |
} |
| 429 |
|
|
| 741 |
– |
data->UD = Active_Player->HeadPitch; |
| 742 |
– |
data->LR = Active_Player->HeadFacing; |
| 430 |
|
|
| 744 |
– |
if(Active_Player->targetThrow) |
| 745 |
– |
{ |
| 746 |
– |
data->throw_data.throwing = Players[Active_Player->throwing].list_slot; |
| 747 |
– |
memcpy(data->throw_data.throwName, TMrInstance_GetInstanceName(Active_Player->targetThrow), 31); |
| 748 |
– |
data->throw_data.throwFrame = ONrGetActiveCharacter(Active_Player->targetThrow)->Frame; |
| 749 |
– |
} |
| 431 |
|
|
| 432 |
|
|
| 433 |
< |
if( PlayerList[i]->OldClass != PlayerList[i]->Chr->ONCC || memcmp( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ) ) |
| 434 |
< |
{ |
| 435 |
< |
PlayerList[i]->OldClass = PlayerList[i]->Chr->ONCC; |
| 436 |
< |
memcpy( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ); |
| 437 |
< |
PlayerList[i]->rare_sync_index++; |
| 438 |
< |
|
| 439 |
< |
} |
| 440 |
< |
|
| 441 |
< |
data->rare_sync_index = PlayerList[i]->rare_sync_index; |
| 433 |
> |
if (!(Player->Flags & ONcCharacterFlag_BeingThrown) && |
| 434 |
> |
DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) && (PlayerList[i]->Animation)) |
| 435 |
> |
{ |
| 436 |
> |
// get a pointer to the animation |
| 437 |
> |
|
| 438 |
> |
|
| 439 |
> |
if (PlayerList[i]->Animation != Active_Player->Animation) |
| 440 |
> |
{ |
| 441 |
> |
|
| 442 |
> |
/////////////////////////////////// |
| 443 |
> |
//TODO: Check age of animation |
| 444 |
> |
/////////////////////////////////// |
| 445 |
> |
|
| 446 |
> |
// set the characters animation |
| 447 |
> |
/*ONrCharacter_SetAnimationInternal(Player, |
| 448 |
> |
Active_Player, |
| 449 |
> |
Active_Player->AnimationToState, |
| 450 |
> |
0, |
| 451 |
> |
Animation);*/ |
| 452 |
> |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 453 |
> |
ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(PlayerList[i]->Animation), PlayerList[i]->Animation, 0); |
| 454 |
> |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 455 |
> |
} |
| 456 |
> |
|
| 457 |
> |
|
| 458 |
> |
} |
| 459 |
> |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Animation ); |
| 460 |
> |
|
| 461 |
> |
//Don't update the frame if we are waiting to change the animation |
| 462 |
> |
if(DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_FramePing) && PlayerList[i]->Frame != -1 |
| 463 |
> |
//&& !DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Animation) |
| 464 |
> |
) |
| 465 |
> |
{ |
| 466 |
> |
if( abs(PlayerList[i]->Frame - Active_Player->Frame) > 2 ) |
| 467 |
> |
{ |
| 468 |
> |
short AnimationLength; |
| 469 |
> |
AnimationLength = TRrAnimation_GetDuration(Active_Player->Animation); |
| 470 |
> |
if (PlayerList[i]->Frame >= AnimationLength) |
| 471 |
> |
{ |
| 472 |
> |
Active_Player->Frame = AnimationLength - 1; |
| 473 |
> |
//Active_Player->Frame = 0; |
| 474 |
> |
} |
| 475 |
> |
else |
| 476 |
> |
{ |
| 477 |
> |
Active_Player->Frame = PlayerList[i]->Frame; |
| 478 |
> |
} |
| 479 |
> |
} |
| 480 |
> |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_FramePing ); |
| 481 |
> |
} |
| 482 |
|
|
| 483 |
+ |
//Increment frame in case we were waiting |
| 484 |
+ |
PlayerList[i]->Frame++; |
| 485 |
|
|
| 486 |
< |
data->Ping = PlayerList[i]->Ping; |
| 487 |
< |
memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); |
| 486 |
> |
if (DoWeUpdateThis( PlayerList[i]->UpdateFlags, PFlag_Throws) |
| 487 |
> |
&& PlayerList[i]->ThrowData.throwName[0] != 0) |
| 488 |
> |
{ |
| 489 |
> |
if(PlayerList[PlayerList[i]->ThrowData.throwing]) |
| 490 |
> |
{ |
| 491 |
> |
short throwTarget = PlayerList[PlayerList[i]->ThrowData.throwing]->spawnnumber; |
| 492 |
> |
if ((throwTarget != Active_Player->throwing) && |
| 493 |
> |
(PlayerList[i]->ThrowData.throwFrame < 10)) |
| 494 |
> |
{ |
| 495 |
> |
void *throw_animation; |
| 496 |
> |
ActiveCharacter* Target; |
| 497 |
> |
// get the animation |
| 498 |
> |
|
| 499 |
> |
TMrInstance_GetDataPtr( |
| 500 |
> |
'TRAM', |
| 501 |
> |
PlayerList[i]->ThrowData.throwName, |
| 502 |
> |
&throw_animation); |
| 503 |
> |
//if (error) return; |
| 504 |
> |
|
| 505 |
> |
// set the throw target |
| 506 |
> |
Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget]; |
| 507 |
> |
Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter); |
| 508 |
> |
if ((Target->Animation != throw_animation) && |
| 509 |
> |
// (OldAnimation != Animation) && |
| 510 |
> |
!(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown)) |
| 511 |
> |
{ |
| 512 |
> |
// set the throw variables |
| 513 |
> |
Active_Player->targetThrow = throw_animation; |
| 514 |
> |
Active_Player->throwing = throwTarget; |
| 515 |
> |
|
| 516 |
> |
// run the throw |
| 517 |
> |
ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 518 |
> |
|
| 519 |
> |
if (Active_Player->ThrowTargetCharacter) |
| 520 |
> |
{ |
| 521 |
> |
Target->Frame += 2; |
| 522 |
> |
Target->thrownBy = Player->Number; |
| 523 |
> |
} |
| 524 |
> |
} |
| 525 |
> |
} |
| 526 |
> |
} |
| 527 |
> |
else |
| 528 |
> |
{ |
| 529 |
> |
DDrConsole_PrintF("Warning, tried to throw nonexistant player %hi", |
| 530 |
> |
PlayerList[i]->ThrowData.throwing ); |
| 531 |
> |
} |
| 532 |
> |
} |
| 533 |
> |
|
| 534 |
> |
//Always discard old throw data, even if it isnt applied |
| 535 |
> |
PlayerList[i]->UpdateFlags &= ~( 1 << PFlag_Throws ); |
| 536 |
|
|
| 537 |
< |
UDPServer_SendToAll(&data_out, sizeof(player_data) + FLATLINE_HEADER); |
| 538 |
< |
} |
| 537 |
> |
//Active_Player->PlayingFilm.Flags = 1; |
| 538 |
> |
Active_Input = &(Active_Player->Input); |
| 539 |
|
|
| 540 |
|
if( (server_started && i !=0) || !server_started ) |
| 541 |
|
{ |
| 542 |
< |
Active_Input->Stop.Actions1 = ~PlayerList[i]->Actions1 & Active_Input->Current.Actions1; |
| 543 |
< |
Active_Input->Stop.Actions2 = ~PlayerList[i]->Actions2 & Active_Input->Current.Actions2; |
| 544 |
< |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Actions1; |
| 545 |
< |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Actions2; |
| 542 |
> |
Active_Input->Stop.Actions1 = ~PlayerList[i]->Input.Actions1 & Active_Input->Current.Actions1; |
| 543 |
> |
Active_Input->Stop.Actions2 = ~PlayerList[i]->Input.Actions2 & Active_Input->Current.Actions2; |
| 544 |
> |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Input.Actions1; |
| 545 |
> |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Input.Actions2; |
| 546 |
|
|
| 547 |
< |
Active_Input->Current.Actions1 = PlayerList[i]->Actions1; |
| 548 |
< |
Active_Input->Current.Actions2 = PlayerList[i]->Actions2; |
| 547 |
> |
Active_Input->Current.Actions1 = PlayerList[i]->Input.Actions1; |
| 548 |
> |
Active_Input->Current.Actions2 = PlayerList[i]->Input.Actions2; |
| 549 |
|
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
| 550 |
|
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
| 551 |
< |
Active_Input->MouseDeltaX = PlayerList[i]->MouseDeltaX; |
| 552 |
< |
Active_Input->MouseDeltaY = PlayerList[i]->MouseDeltaY; |
| 553 |
< |
|
| 783 |
< |
|
| 784 |
< |
if( !server_started && PlayerList[i]->player_data.Health != 0 && PlayerList[i]->Chr->Health != 0) { |
| 785 |
< |
void* OldAnimation; |
| 786 |
< |
void* Animation; |
| 787 |
< |
player_data* pd = &PlayerList[i]->player_data; |
| 788 |
< |
|
| 789 |
< |
//This is getting crazy. WTB new packet system |
| 790 |
< |
if(PlayerList[i]->NeedToSetFP) |
| 791 |
< |
{ |
| 792 |
< |
PlayerList[i]->Chr->Facing = PlayerList[i]->Facing; |
| 793 |
< |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->DesiredFacing; |
| 794 |
< |
|
| 795 |
< |
if(*(int*)&PlayerList[i]->Chr->Position.X != 0x7f800000) |
| 796 |
< |
{ |
| 797 |
< |
Active_Player->PhyContext->Position = Player->Location = PlayerList[i]->Position; |
| 798 |
< |
|
| 799 |
< |
} |
| 800 |
< |
PlayerList[i]->NeedToSetFP = 0; |
| 801 |
< |
} |
| 802 |
< |
|
| 803 |
< |
if( PlayerList[i]->DataApplied == FirstPass ) |
| 804 |
< |
{ |
| 805 |
< |
PlayerList[i]->DataApplied = SecondPass; |
| 806 |
< |
|
| 807 |
< |
//Player->Health = PlayerList[i]->player_data.Health; |
| 808 |
< |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth; |
| 809 |
< |
|
| 810 |
< |
} |
| 811 |
< |
else if( PlayerList[i]->DataApplied == SecondPass ) |
| 812 |
< |
{ |
| 813 |
< |
OldAnimation = Active_Player->Animation; |
| 814 |
< |
|
| 815 |
< |
PlayerList[i]->DataApplied = NoPass; |
| 816 |
< |
|
| 817 |
< |
PlayerList[i]->player_data.Frame++; |
| 818 |
< |
|
| 819 |
< |
if (!(Player->Flags & ONcCharacterFlag_BeingThrown) && |
| 820 |
< |
(pd->Animation[0] != 0)) |
| 821 |
< |
{ |
| 822 |
< |
// get a pointer to the animation |
| 823 |
< |
|
| 824 |
< |
TMrInstance_GetDataPtr( |
| 825 |
< |
'TRAM', |
| 826 |
< |
pd->Animation, |
| 827 |
< |
&Animation); |
| 828 |
< |
if (Animation != OldAnimation) |
| 829 |
< |
{ |
| 830 |
< |
short num_frames; |
| 831 |
< |
bool updateAnimation = true; |
| 832 |
< |
|
| 833 |
< |
// if the character is dead, make sure this animation is appropriate for death |
| 834 |
< |
/* |
| 835 |
< |
if (Player->Flags & ONcCharacterFlag_Dead) |
| 836 |
< |
{ |
| 837 |
< |
short curToState = TRrAnimation_GetTo(Active_Player->Animation); |
| 838 |
< |
short newToState = TRrAnimation_GetTo(animation); |
| 839 |
< |
|
| 840 |
< |
// if we are currently heading towards fallen and the new animation would not |
| 841 |
< |
// then this is a better animation to run when we are dead |
| 842 |
< |
if ((ONrAnimState_IsFallen(curToState)) && |
| 843 |
< |
(!ONrAnimState_IsFallen(newToState))) |
| 844 |
< |
{ |
| 845 |
< |
updateAnimation = false; |
| 846 |
< |
} |
| 847 |
< |
} |
| 848 |
< |
*/ |
| 849 |
< |
if ((updateAnimation) && (Active_Player->Animation == Animation)) |
| 850 |
< |
{ |
| 851 |
< |
int oldFrame = Active_Player->Frame; |
| 852 |
< |
int newFrame = pd->Frame; |
| 853 |
< |
|
| 854 |
< |
if (abs(oldFrame - newFrame) < 2) |
| 855 |
< |
{ |
| 856 |
< |
updateAnimation = false; |
| 857 |
< |
} |
| 858 |
< |
} |
| 859 |
< |
|
| 860 |
< |
if (updateAnimation) |
| 861 |
< |
{ |
| 862 |
< |
// set the characters animation |
| 863 |
< |
/* ONrCharacter_SetAnimationInternal(Player, |
| 864 |
< |
Active_Player, |
| 865 |
< |
Active_Player->AnimationToState, |
| 866 |
< |
0, |
| 867 |
< |
Animation); |
| 868 |
< |
ONrCharacter_NewAnimationHook(Player, Active_Player);*/ |
| 869 |
< |
//Player->Flags |= 0x00000010; |
| 870 |
< |
ONrCharacter_SetAnimationExternal(Player, TRrAnimation_GetFrom(Animation), Animation, 0); |
| 871 |
< |
//ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 872 |
< |
} |
| 873 |
< |
|
| 874 |
< |
num_frames = TRrAnimation_GetDuration(Active_Player->Animation); |
| 875 |
< |
|
| 876 |
< |
if (pd->Frame == num_frames) |
| 877 |
< |
{ |
| 878 |
< |
Active_Player->Frame = num_frames - 1; |
| 879 |
< |
//Active_Player->Frame = 0; |
| 880 |
< |
} |
| 881 |
< |
else |
| 882 |
< |
{ |
| 883 |
< |
Active_Player->Frame = pd->Frame; |
| 884 |
< |
} |
| 885 |
< |
} |
| 886 |
< |
} //animation check |
| 887 |
< |
|
| 888 |
< |
if (PlayerList[i]->player_data.throw_data.throwName[0] != 0) |
| 889 |
< |
{ |
| 890 |
< |
if(PlayerList[pd->throw_data.throwing]) |
| 891 |
< |
{ |
| 892 |
< |
short throwTarget = PlayerList[pd->throw_data.throwing]->spawnnumber; |
| 893 |
< |
if ((throwTarget != Active_Player->throwing) && |
| 894 |
< |
(pd->throw_data.throwFrame < 10)) |
| 895 |
< |
{ |
| 896 |
< |
void *throw_animation; |
| 897 |
< |
ActiveCharacter* Target; |
| 898 |
< |
// get the animation |
| 899 |
< |
|
| 900 |
< |
TMrInstance_GetDataPtr( |
| 901 |
< |
'TRAM', |
| 902 |
< |
pd->throw_data.throwName, |
| 903 |
< |
&throw_animation); |
| 904 |
< |
//if (error) return; |
| 905 |
< |
|
| 906 |
< |
// set the throw target |
| 907 |
< |
Active_Player->ThrowTargetCharacter = &ONgGameState->CharacterStorage[throwTarget]; |
| 908 |
< |
Target = ONrGetActiveCharacter(Active_Player->ThrowTargetCharacter); |
| 909 |
< |
if ((Target->Animation != throw_animation) && |
| 910 |
< |
(OldAnimation != Animation) && |
| 911 |
< |
!(Active_Player->ThrowTargetCharacter->Flags & ONcCharacterFlag_BeingThrown)) |
| 912 |
< |
{ |
| 913 |
< |
// set the throw variables |
| 914 |
< |
Active_Player->targetThrow = throw_animation; |
| 915 |
< |
Active_Player->throwing = throwTarget; |
| 916 |
< |
|
| 917 |
< |
// run the throw |
| 918 |
< |
ONrCharacter_NewAnimationHook(Player, Active_Player); |
| 919 |
< |
|
| 920 |
< |
if (Active_Player->ThrowTargetCharacter) |
| 921 |
< |
{ |
| 922 |
< |
Target->Frame += 2; |
| 923 |
< |
Target->thrownBy = Player->Number; |
| 924 |
< |
} |
| 925 |
< |
} |
| 926 |
< |
} |
| 927 |
< |
} |
| 928 |
< |
else |
| 929 |
< |
{ |
| 930 |
< |
DDrConsole_PrintF("Warning, tried to throw nonexistant player %hi", pd->throw_data.throwing ); |
| 931 |
< |
} |
| 932 |
< |
} //throw check |
| 933 |
< |
} //second pass |
| 934 |
< |
} //if not dead |
| 935 |
< |
} //if( (server_started && i !=0) || !server_started ) |
| 551 |
> |
Active_Input->MouseDeltaX = PlayerList[i]->Input.MouseDeltaX; |
| 552 |
> |
Active_Input->MouseDeltaY = PlayerList[i]->Input.MouseDeltaY; |
| 553 |
> |
} |
| 554 |
|
|
| 555 |
|
//Check for character switching requests |
| 556 |
< |
if(server_started && PlayerList[i]->player_data.Health != 0 && PlayerList[i]->Chr->Health != 0 && PlayerList[i]->Actions1 & Action_Block && PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime) |
| 556 |
> |
if(server_started && PlayerList[i]->Chr->Health != 0 && PlayerList[i]->InputFromClient.Actions1 & Action_Block && PlayerList[i]->ShapeshiftCooldown < ONgGameState->GameTime) |
| 557 |
|
{ |
| 558 |
|
int error; |
| 559 |
|
|
| 572 |
|
PlayerList[i]->ShapeshiftCooldown = ONgGameState->GameTime + 5; |
| 573 |
|
} |
| 574 |
|
*/ |
| 575 |
< |
if (PlayerList[i]->Actions1 & Action_Crouch) { |
| 575 |
> |
if (PlayerList[i]->InputFromClient.Actions1 & Action_Crouch) { |
| 576 |
|
Player->ONCCnumber += numClasses - 1; |
| 577 |
|
} |
| 578 |
|
else { |
| 593 |
|
|
| 594 |
|
|
| 595 |
|
} |
| 596 |
< |
if(server_started) |
| 979 |
< |
{ |
| 980 |
< |
all_input.all_input[InputIndex].PlayerNum = -1; |
| 981 |
< |
UDPServer_SendToAll(&all_input, |
| 982 |
< |
FLATLINE_HEADER + sizeof(player_input) * InputIndex + sizeof(int16_t)); |
| 983 |
< |
} |
| 596 |
> |
|
| 597 |
|
MultiplayerStatus.PleaseUpdateAllPlayers = 0; |
| 598 |
|
return ONgGameState; |
| 599 |
|
} |
| 671 |
|
sprintf(DrawString, "%i", PlayerList[i]->Chr->Damage); |
| 672 |
|
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
| 673 |
|
DrawLocation.x += 50; |
| 674 |
< |
sprintf(DrawString, "%i", PlayerList[i]->player_data.Ping); |
| 674 |
> |
sprintf(DrawString, "%i", PlayerList[i]->Ping); |
| 675 |
|
TSrContext_DrawText(ScoreboardInstance, DrawString, 255, 0, &DrawLocation); |
| 676 |
|
} |
| 677 |
|
} |