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root/Oni2/Daodan/MSVC/Flatline.c
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Comparing Daodan/MSVC/Flatline.c (file contents):
Revision 568 by gumby, Wed Jun 30 04:25:00 2010 UTC vs.
Revision 569 by gumby, Wed Jul 14 07:35:40 2010 UTC

# Line 219 | Line 219 | bool FLrServer_Run()
219          return NetUDPServer_Listen(27777, FLrServer_PacketCallback);
220   }
221  
222 +
223          RGBA green = {0, 0xFF, 0, 0};
224          RGBA red = {0, 0, 0xFF, 0};
225          RGBA grey = {0x80,0x80,0x80,0x80};
# Line 510 | Line 511 | extern void* TSrTest;
511   void * ONICALL FLrInput_Update_Keys(void)
512   {
513          uint16_t i;
514 <        /*DDrConsole_PrintF("Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x",
514 >                /*DDrConsole_PrintF("Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x",
515                  ONgGameState->Input.Current.Actions1, ONgGameState->Input.Current.Actions2,
516                  ONgGameState->Input.Start.Actions1,ONgGameState->Input.Start.Actions2,
517                  ONgGameState->Input.Stop.Actions1, ONgGameState->Input.Stop.Actions2,
# Line 518 | Line 519 | void * ONICALL FLrInput_Update_Keys(void
519                  );
520          */      
521          ActiveCharacter * Active_Player = ONgGameState->ActiveCharacters;
522 +        Active_Player->PhyContext->Rotation;
523 +        Active_Player->PhyContext->Position;
524 +        ONgGameState->PlayerCharacter->Position;
525 +
526 +
527          
528 +        /*
529 +        if( ONgGameState->Input.MouseDeltaX != 0 || ONgGameState->Input.MouseDeltaY != 0 ||
530 +                ONgGameState->Input.field_8 != 0 || ONgGameState->Input.field_C != 0 )
531 +
532 +        DDrConsole_PrintF("%f %f | %f %f",
533 +                ONgGameState->Input.MouseDeltaX , ONgGameState->Input.MouseDeltaY,
534 +                ONgGameState->Input.field_8, ONgGameState->Input.field_C);
535 +
536 +                */
537          //if sprint timer is equal to 0, display 0
538          //else if sprint timer is equal to -1, display -1
539          //else display difference
# Line 564 | Line 579 | void * ONICALL FLrInput_Update_Keys(void
579                  if(server_started) {
580                          player_data * data;
581                          flatline_packet data_out = {0};
582 +
583 +                        //if( PlayerList[i]->Chr->Health == 0) PlayerList[i]->Chr->Health = PlayerList[i]->Chr->MaxHealth;
584 +
585                          data_out.id = PLAYER_DATA;
586                          data = (void*)&(data_out.data);
587                          data->PlayerNum = i;
# Line 575 | Line 593 | void * ONICALL FLrInput_Update_Keys(void
593                          data->Facing = PlayerList[i]->Chr->Facing;
594                          data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing;
595                          data->CosmeticFacing = PlayerList[i]->Chr->CosmeticFacing;
596 +
597 +
598                          data->Position = Active_Player->PhyContext->Position;
599                          
600                          if( PlayerList[i]->OldClass != PlayerList[i]->Chr->ONCC || memcmp( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ) )
# Line 613 | Line 633 | void * ONICALL FLrInput_Update_Keys(void
633                          if(i == 0) {
634                                  data->Inputs.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1;
635                                  data->Inputs.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2;
636 +                                data->Inputs.MouseDeltaX = ONgGameState->Input.MouseDeltaX;
637 +                                data->Inputs.MouseDeltaY = ONgGameState->Input.MouseDeltaY;
638                          }
639                          else{
640                                  data->Inputs.Actions1 = PlayerList[i]->Actions1;
641                                  data->Inputs.Actions2 = PlayerList[i]->Actions2;
642 +                                data->Inputs.MouseDeltaX = PlayerList[i]->MouseDeltaX;
643 +                                data->Inputs.MouseDeltaY = PlayerList[i]->MouseDeltaY;
644                          }
645                          memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) );
646                          
# Line 625 | Line 649 | void * ONICALL FLrInput_Update_Keys(void
649                  
650                  if( (server_started && i !=0)  || (!server_started/* && i != client_slot*/) )
651                  {
652 <                        //this just made sync even worse....maybe keystrokes are actually _behind_
629 <                        //
630 <                        //
652 >                        //this just made sync even worse...
653   #ifdef JITTER_FIX
654                          input_struct * New_Input = &PlayerList[i]->MouseDeltaX;
655                          input_struct * Cache_Input = &PlayerList[i]->CacheInput;
# Line 655 | Line 677 | void * ONICALL FLrInput_Update_Keys(void
677                          Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2;
678                          Active_Input->MouseDeltaX = PlayerList[i]->MouseDeltaX;
679                          Active_Input->MouseDeltaY = PlayerList[i]->MouseDeltaY;
680 <                        DDrConsole_PrintF("Timer: %i", (Active_Player->SprintTimer != 0) ? (Active_Player->SprintTimer == -1) ? -1 : (ONgGameState->GameTime - Active_Player->SprintTimer) : 0);
680 >                        //DDrConsole_PrintF("Timer: %i", (Active_Player->SprintTimer != 0) ? (Active_Player->SprintTimer == -1) ? -1 : (ONgGameState->GameTime - Active_Player->SprintTimer) : 0);
681  
682                          //DDrConsole_PrintF("1E8 %u", ONgGameState->PlayerCharacter->field_1E8);
683   /*
# Line 692 | Line 714 | void * ONICALL FLrInput_Update_Keys(void
714                  }
715          }
716  
695        //Make the current controls match the sent controls, now that we have sent them off and everything is synced.
696        //No, don't do it to the direct input, it breaks stuff.
697        //Need to disable the function that puts game input onto characters because we are doing it directly.
698        /*
699        if( !server_started )
700        {
701                ONgGameState->Input.MouseDeltaX = PlayerList[client_slot]->MouseDeltaX;
702                ONgGameState->Input.MouseDeltaY = PlayerList[client_slot]->MouseDeltaY;
703                ONgGameState->Input.Current.Actions1 = PlayerList[client_slot]->Actions1;
704                ONgGameState->Input.Current.Actions2 = PlayerList[client_slot]->Actions2;
705        }
706        */
707        
717          return ONgGameState;
718   }

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