| 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}; |
| 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, |
| 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 |
| 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; |
| 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) ) ) |
| 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 |
|
|
| 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; |
| 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 |
|
/* |
| 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 |
|
} |