| 14 |
|
{"-5"}, |
| 15 |
|
}; |
| 16 |
|
|
| 17 |
+ |
#define BETTER_SYNC |
| 18 |
+ |
|
| 19 |
+ |
void DoRareSync( short Player, sockaddr_in * sender ) |
| 20 |
+ |
{ |
| 21 |
+ |
flatline_packet sync = {0}; |
| 22 |
+ |
|
| 23 |
+ |
if (Player > max_connections || !PlayerList[ Player ] ) return; |
| 24 |
+ |
|
| 25 |
+ |
|
| 26 |
+ |
// DDrConsole_PrintF( "Sending sync data for player %i, new index %u", Player, PlayerList[ Player ]->rare_sync_index); |
| 27 |
+ |
sender->sin_addr.S_un.S_addr = htonl(sender->sin_addr.S_un.S_addr); |
| 28 |
+ |
sync.id = RARE_SYNC_DATA; |
| 29 |
+ |
sprintf( sync.rare_sync_data.Class, TMrInstance_GetInstanceName( PlayerList[ Player ]->Chr->ONCC ) ); |
| 30 |
+ |
//using ->Inventory instead of ->Chr->Inventory to keep the index and Inventory in sync, just in case. |
| 31 |
+ |
memcpy( &(sync.rare_sync_data.Inventory), &(PlayerList[ Player ]->Inventory), sizeof(Inventory) ); |
| 32 |
+ |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
| 33 |
+ |
sync.rare_sync_data.Inventory.Weapons[0] = NULL; |
| 34 |
+ |
sync.rare_sync_data.Inventory.Weapons[1] = NULL; |
| 35 |
+ |
sync.rare_sync_data.Inventory.Weapons[2] = NULL; |
| 36 |
+ |
sync.rare_sync_data.PlayerNum = Player; |
| 37 |
+ |
sync.rare_sync_data.index = PlayerList[ Player ]->rare_sync_index; |
| 38 |
+ |
NetTCPServer_Send( sender, (char*)&sync, sizeof(rare_sync_data) + FLATLINE_HEADER ); |
| 39 |
+ |
} |
| 40 |
+ |
|
| 41 |
|
bool FLrServer_PacketCallback(char* data, int datalen, int from) |
| 42 |
|
{ |
| 43 |
|
int i, j; |
| 95 |
|
Char = &new_char.new_player.Character; |
| 96 |
|
memset(Char, 0, sizeof(CharacterObject)); |
| 97 |
|
Char->Header.Type = 'CHAR'; |
| 98 |
< |
Char->OSD.Options = chr_dontaim | chr_unkillable; |
| 98 |
> |
Char->OSD.Options = chr_dontaim; |
| 99 |
|
for(j = 0; j < max_connections; j++) { |
| 100 |
|
if(PlayerList[j] != 0) { |
| 101 |
|
new_char.new_player.Playernumber = j; |
| 193 |
|
PlayerList[i]->Actions2 = packet_input->Actions2; |
| 194 |
|
PlayerList[i]->MouseDeltaX = packet_input->MouseDeltaX; |
| 195 |
|
PlayerList[i]->MouseDeltaY = packet_input->MouseDeltaY; |
| 196 |
< |
|
| 196 |
> |
PlayerList[i]->LastInputTime = packet_input->Time; |
| 197 |
|
|
| 198 |
|
break; |
| 199 |
|
} |
| 200 |
+ |
case RARE_SYNC_DATA_REQUEST: |
| 201 |
+ |
DoRareSync( packet->sync_request , &sender); |
| 202 |
+ |
break; |
| 203 |
|
default: |
| 204 |
|
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
| 205 |
|
break; |
| 252 |
|
client_connected = 1; |
| 253 |
|
|
| 254 |
|
client_slot = ((connect_reply*)packet->data)->player_slot; |
| 255 |
< |
|
| 256 |
< |
PlayerList[client_slot] = Players+client_slot; |
| 257 |
< |
PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter; |
| 231 |
< |
|
| 232 |
< |
|
| 255 |
> |
|
| 256 |
> |
PlayerList[client_slot] = Players+client_slot; |
| 257 |
> |
PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter; |
| 258 |
|
|
| 259 |
|
DDrConsole_PrintColored("Connection successful!",0,green, grey); |
| 260 |
+ |
|
| 261 |
+ |
//disable local input. |
| 262 |
+ |
DDrPatch_NOOP(0x004FA929, 5 + 6 + 5); |
| 263 |
+ |
|
| 264 |
|
//DDrConsole_PrintF("Slot %i", ((connect_reply*)packet)->player_slot); |
| 265 |
|
break; |
| 266 |
|
} |
| 350 |
|
} |
| 351 |
|
else { |
| 352 |
|
ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index); |
| 353 |
+ |
ONgGameState->CharacterStorage[chr_index].field_1E8 = 0; |
| 354 |
|
PlayerList[packet.new_player.Playernumber] = &Players[chr_index]; |
| 355 |
|
Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]); |
| 356 |
|
Players[chr_index].Chr->Flags &= 0xFFBFFFFF; |
| 357 |
+ |
Players[chr_index].spawnnumber = chr_index; |
| 358 |
|
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) ; |
| 359 |
|
} |
| 360 |
|
//Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0); |
| 371 |
|
if (i > max_connections) break; |
| 372 |
|
if( !PlayerList[i] ) break; |
| 373 |
|
//PlayerList[i]->Chr = ((GameState *)ONgGameState)->CharacterStorage; |
| 374 |
< |
|
| 374 |
> |
#ifndef BETTER_SYNC |
| 375 |
|
PlayerList[i]->Chr->Health = data->Health; |
| 376 |
|
PlayerList[i]->Chr->MaxHealth = data->MaxHealth; |
| 377 |
|
PlayerList[i]->Chr->Position = data->Position; |
| 389 |
|
if(!Active) break; |
| 390 |
|
|
| 391 |
|
Active->PhyContext->Position = data->Position; |
| 392 |
+ |
#else |
| 393 |
+ |
PlayerList[i]->Actions1 = data->Inputs.Actions1; |
| 394 |
+ |
PlayerList[i]->Actions2 = data->Inputs.Actions2; |
| 395 |
+ |
PlayerList[i]->MouseDeltaX = data->Inputs.MouseDeltaX; |
| 396 |
+ |
PlayerList[i]->MouseDeltaY = data->Inputs.MouseDeltaY; |
| 397 |
+ |
memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); |
| 398 |
+ |
#endif |
| 399 |
+ |
if( !server_started && data->rare_sync_index > PlayerList[i]->rare_sync_index ) |
| 400 |
+ |
{ |
| 401 |
+ |
int sent_bytes; |
| 402 |
+ |
flatline_packet sync_request = {0}; |
| 403 |
+ |
sync_request.id = RARE_SYNC_DATA_REQUEST; |
| 404 |
+ |
sync_request.sync_request = i; |
| 405 |
+ |
DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index); |
| 406 |
+ |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) ); |
| 407 |
+ |
} |
| 408 |
+ |
|
| 409 |
|
|
| 410 |
|
#if 0 |
| 411 |
|
TMrInstance_GetDataPtr('TRAM',data->Animation,Active->Animation); |
| 436 |
|
*/ |
| 437 |
|
break; |
| 438 |
|
} |
| 439 |
+ |
case RARE_SYNC_DATA: |
| 440 |
+ |
if(1) { |
| 441 |
+ |
sl_arg hax[2]; |
| 442 |
+ |
int dontuse; |
| 443 |
+ |
uint16_t i = packet.rare_sync_data.PlayerNum; |
| 444 |
+ |
|
| 445 |
+ |
if (i > max_connections) break; |
| 446 |
+ |
if( !PlayerList[i] ) break; |
| 447 |
+ |
|
| 448 |
+ |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
| 449 |
+ |
packet.rare_sync_data.Inventory.Weapons[0] = NULL; |
| 450 |
+ |
packet.rare_sync_data.Inventory.Weapons[1] = NULL; |
| 451 |
+ |
packet.rare_sync_data.Inventory.Weapons[2] = NULL; |
| 452 |
+ |
// TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC ); |
| 453 |
+ |
|
| 454 |
+ |
//add the target character |
| 455 |
+ |
hax[0].type = sl_int32; |
| 456 |
+ |
hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber; |
| 457 |
+ |
|
| 458 |
+ |
//add the new class |
| 459 |
+ |
//fix this later so we cant buffer overflow :O |
| 460 |
+ |
hax[1].type = sl_str32; |
| 461 |
+ |
hax[1].value_str32 = packet.rare_sync_data.Class; |
| 462 |
+ |
|
| 463 |
+ |
//we are directly calling a bsl function instead of using the normal method for two reasons |
| 464 |
+ |
//1. it has all the checking built in |
| 465 |
+ |
iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax ); |
| 466 |
+ |
//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); |
| 467 |
+ |
memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory )); |
| 468 |
+ |
|
| 469 |
+ |
PlayerList[i]->rare_sync_index = packet.rare_sync_data.index; |
| 470 |
+ |
} |
| 471 |
+ |
break; |
| 472 |
+ |
|
| 473 |
|
default: |
| 474 |
|
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
| 475 |
|
break; |
| 483 |
|
return true; |
| 484 |
|
} |
| 485 |
|
|
| 486 |
< |
//UDPServer_SendToAll |
| 405 |
< |
//Sends a packet to all the clients currently connected. |
| 406 |
< |
//Returns the number of players sent to. |
| 407 |
< |
int UDPServer_SendToAll(void* packet, int size) { |
| 408 |
< |
int j; |
| 409 |
< |
int players = 0; |
| 410 |
< |
sockaddr_in address; |
| 411 |
< |
memset(&address, 0, sizeof(sockaddr_in)); |
| 412 |
< |
address.sin_family = AF_INET; |
| 413 |
< |
address.sin_addr.s_addr = htonl(INADDR_ANY); |
| 414 |
< |
address.sin_port = htons(27777); |
| 415 |
< |
for(j = 0; j < max_connections; j++) { |
| 416 |
< |
if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) { |
| 417 |
< |
int sent_bytes; |
| 418 |
< |
address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip)); |
| 419 |
< |
sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size); |
| 420 |
< |
if(sent_bytes == SOCKET_ERROR) NetCatchError(); |
| 421 |
< |
else players++; |
| 422 |
< |
} |
| 423 |
< |
} |
| 424 |
< |
return players; |
| 425 |
< |
} |
| 426 |
< |
|
| 486 |
> |
//wtf, this needs cleaned up... |
| 487 |
|
player_info *FLr_FindEmptySlot() { |
| 488 |
|
int j; |
| 489 |
|
for(j = 0; j < MAX_PLAYERS; j++) { |
| 509 |
|
extern void* TSrTest; |
| 510 |
|
void * ONICALL FLrInput_Update_Keys(void) |
| 511 |
|
{ |
| 512 |
< |
uint16_t i; |
| 512 |
> |
uint16_t i; |
| 513 |
> |
/*DDrConsole_PrintF("Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x", |
| 514 |
> |
ONgGameState->Input.Current.Actions1, ONgGameState->Input.Current.Actions2, |
| 515 |
> |
ONgGameState->Input.Start.Actions1,ONgGameState->Input.Start.Actions2, |
| 516 |
> |
ONgGameState->Input.Stop.Actions1, ONgGameState->Input.Stop.Actions2, |
| 517 |
> |
ONgGameState->Input.Stopped.Actions2, ONgGameState->Input.Stopped.Actions2 |
| 518 |
> |
); |
| 519 |
> |
*/ |
| 520 |
> |
ActiveCharacter * Active_Player = ONgGameState->ActiveCharacters; |
| 521 |
> |
|
| 522 |
> |
//if sprint timer is equal to 0, display 0 |
| 523 |
> |
//else if sprint timer is equal to -1, display -1 |
| 524 |
> |
//else display difference |
| 525 |
> |
//good thing this is just quick an dirty debug stuff :) |
| 526 |
> |
|
| 527 |
> |
//basically it seems that if the difference is bigger than 15 frames, you cant dash. : / |
| 528 |
> |
|
| 529 |
|
#ifndef SPAM_INPUT |
| 530 |
|
if(client_connected) |
| 531 |
|
{ |
| 532 |
|
int sent_bytes; |
| 533 |
|
flatline_packet input_packet = {0}; |
| 534 |
|
input_packet.id = PLAYER_INPUT; |
| 535 |
< |
|
| 535 |
> |
input_packet.input_struct.Time = ONgGameState->GameTime; |
| 536 |
|
input_packet.input_struct.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
| 537 |
|
input_packet.input_struct.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
| 538 |
|
input_packet.input_struct.MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; |
| 544 |
|
} |
| 545 |
|
#endif |
| 546 |
|
//Testing drawing text to the screen...this failed. Will need to get it working eventually. |
| 547 |
< |
if( TSrTest ) |
| 547 |
> |
if( TSrTest ) |
| 548 |
|
{ |
| 549 |
|
OniRectangle TextRect = { 20, 20, 50, 50 }; |
| 550 |
|
TSrContext_DrawText(TSrTest, "Testing woohoo", 0xFF, 0, &TextRect); |
| 556 |
|
GameInput * Active_Input; |
| 557 |
|
if(PlayerList[i] == 0) continue; |
| 558 |
|
|
| 559 |
< |
Active_Player = (void*)ONrGetActiveCharacter(PlayerList[i]->Chr); |
| 559 |
> |
//is this right? |
| 560 |
> |
Active_Player = (void*)ONrGetActiveCharacter( PlayerList[i]->Chr); |
| 561 |
|
|
| 562 |
|
if(Active_Player == 0) continue; |
| 563 |
|
Active_Input = &(Active_Player->Input); |
| 575 |
|
data->Facing = PlayerList[i]->Chr->Facing; |
| 576 |
|
data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing; |
| 577 |
|
data->CosmeticFacing = PlayerList[i]->Chr->CosmeticFacing; |
| 578 |
+ |
data->Position = Active_Player->PhyContext->Position; |
| 579 |
+ |
|
| 580 |
+ |
if( PlayerList[i]->OldClass != PlayerList[i]->Chr->ONCC || memcmp( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ) ) |
| 581 |
+ |
{ |
| 582 |
+ |
PlayerList[i]->OldClass = PlayerList[i]->Chr->ONCC; |
| 583 |
+ |
memcpy( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ); |
| 584 |
+ |
PlayerList[i]->rare_sync_index++; |
| 585 |
+ |
|
| 586 |
+ |
} |
| 587 |
+ |
|
| 588 |
+ |
data->rare_sync_index = PlayerList[i]->rare_sync_index; |
| 589 |
|
|
| 590 |
|
#if 0 |
| 591 |
|
data->Frame = Active_Player->Frame; |
| 618 |
|
data->Inputs.Actions1 = PlayerList[i]->Actions1; |
| 619 |
|
data->Inputs.Actions2 = PlayerList[i]->Actions2; |
| 620 |
|
} |
| 621 |
+ |
memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); |
| 622 |
+ |
|
| 623 |
|
UDPServer_SendToAll(&data_out, sizeof(player_data) + FLATLINE_HEADER); |
| 624 |
|
} |
| 625 |
|
|
| 626 |
< |
if( (server_started && i !=0) || (!server_started && i != client_slot)) { |
| 626 |
> |
if( (server_started && i !=0) || (!server_started/* && i != client_slot*/) ) |
| 627 |
> |
{ |
| 628 |
> |
//this just made sync even worse....maybe keystrokes are actually _behind_ |
| 629 |
> |
// |
| 630 |
> |
// |
| 631 |
> |
#ifdef JITTER_FIX |
| 632 |
> |
input_struct * New_Input = &PlayerList[i]->MouseDeltaX; |
| 633 |
> |
input_struct * Cache_Input = &PlayerList[i]->CacheInput; |
| 634 |
> |
Active_Input->Stop.Actions1 = ~Cache_Input->Actions1 & Active_Input->Current.Actions1; |
| 635 |
> |
Active_Input->Stop.Actions2 = ~Cache_Input->Actions2 & Active_Input->Current.Actions2; |
| 636 |
> |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & Cache_Input->Actions1; |
| 637 |
> |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & Cache_Input->Actions2; |
| 638 |
> |
Active_Input->Current.Actions1 = Cache_Input->Actions1; |
| 639 |
> |
Active_Input->Current.Actions2 = Cache_Input->Actions2; |
| 640 |
> |
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
| 641 |
> |
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
| 642 |
> |
Active_Input->MouseDeltaX = Cache_Input->MouseDeltaX; |
| 643 |
> |
Active_Input->MouseDeltaY = Cache_Input->MouseDeltaY; |
| 644 |
> |
memcpy( Cache_Input, New_Input, sizeof(input_struct)); |
| 645 |
> |
#else |
| 646 |
> |
|
| 647 |
|
Active_Input->Stop.Actions1 = ~PlayerList[i]->Actions1 & Active_Input->Current.Actions1; |
| 648 |
|
Active_Input->Stop.Actions2 = ~PlayerList[i]->Actions2 & Active_Input->Current.Actions2; |
| 649 |
|
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Actions1; |
| 650 |
|
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Actions2; |
| 651 |
+ |
|
| 652 |
|
Active_Input->Current.Actions1 = PlayerList[i]->Actions1; |
| 653 |
|
Active_Input->Current.Actions2 = PlayerList[i]->Actions2; |
| 654 |
|
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
| 655 |
|
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
| 656 |
|
Active_Input->MouseDeltaX = PlayerList[i]->MouseDeltaX; |
| 657 |
|
Active_Input->MouseDeltaY = PlayerList[i]->MouseDeltaY; |
| 658 |
+ |
DDrConsole_PrintF("Timer: %i", (Active_Player->SprintTimer != 0) ? (Active_Player->SprintTimer == -1) ? -1 : (ONgGameState->GameTime - Active_Player->SprintTimer) : 0); |
| 659 |
+ |
|
| 660 |
+ |
//DDrConsole_PrintF("1E8 %u", ONgGameState->PlayerCharacter->field_1E8); |
| 661 |
+ |
/* |
| 662 |
+ |
DDrConsole_PrintF("T %u | Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x", |
| 663 |
+ |
PlayerList[i]->LastInputTime, |
| 664 |
+ |
Active_Input->Current.Actions1, Active_Input->Current.Actions2, |
| 665 |
+ |
Active_Input->Start.Actions1,Active_Input->Start.Actions2, |
| 666 |
+ |
Active_Input->Stop.Actions1, Active_Input->Stop.Actions2, |
| 667 |
+ |
Active_Input->Stopped.Actions1, Active_Input->Stopped.Actions2 |
| 668 |
+ |
); |
| 669 |
+ |
*/ |
| 670 |
+ |
|
| 671 |
+ |
|
| 672 |
+ |
#endif |
| 673 |
+ |
|
| 674 |
+ |
#ifdef BETTER_SYNC |
| 675 |
+ |
if( !server_started && PlayerList[i]->player_data.Health != 0) { |
| 676 |
+ |
PlayerList[i]->Chr->Health = PlayerList[i]->player_data.Health; |
| 677 |
+ |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth; |
| 678 |
+ |
PlayerList[i]->Chr->Position = PlayerList[i]->player_data.Position; |
| 679 |
+ |
PlayerList[i]->Chr->Location = PlayerList[i]->player_data.Location; |
| 680 |
+ |
PlayerList[i]->Chr->LastPosition = PlayerList[i]->player_data.LastPosition; |
| 681 |
+ |
PlayerList[i]->Chr->Facing = PlayerList[i]->player_data.Facing; |
| 682 |
+ |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->player_data.DesiredFacing; |
| 683 |
+ |
PlayerList[i]->Chr->CosmeticFacing = PlayerList[i]->player_data.CosmeticFacing; |
| 684 |
+ |
PlayerList[i]->Actions1 = PlayerList[i]->player_data.Inputs.Actions1; |
| 685 |
+ |
PlayerList[i]->Actions2 = PlayerList[i]->player_data.Inputs.Actions2; |
| 686 |
+ |
PlayerList[i]->MouseDeltaX = PlayerList[i]->player_data.Inputs.MouseDeltaX; |
| 687 |
+ |
PlayerList[i]->MouseDeltaY = PlayerList[i]->player_data.Inputs.MouseDeltaY; |
| 688 |
+ |
Active_Player->PhyContext->Position = PlayerList[i]->player_data.Position; |
| 689 |
+ |
} |
| 690 |
+ |
#endif |
| 691 |
+ |
|
| 692 |
|
} |
| 693 |
|
} |
| 694 |
+ |
|
| 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 |
+ |
|
| 708 |
|
return ONgGameState; |
| 709 |
|
} |