Using timer_query() instead of clock() in InitPlayerPositions(); Also check up distance up to 10 segments

This commit is contained in:
zicodxx 2011-01-14 16:38:06 +01:00
parent c918f54d56
commit 03fbd12ac9
2 changed files with 4 additions and 3 deletions

View file

@ -5,6 +5,7 @@ D1X-Rebirth Changelog
main/credits.c, main/menu.c, main/net_udp.c, main/scores.c: Fix compile errors introduced when merging
main/collide.c, main/fireball.c, main/gamesave.c, main/gameseq.c, main/gameseq.h, main/laser.c, main/multi.c, main/multi.h, main/multibot.c, main/net_ipx.c, main/net_udp.c, main/object.c, main/powerup.c, main/powerup.h, main/weapon.c, main/weapon.h: Removed D1X implementation of multiplayer powerup capping and added D2X code to replace this (UDP-only); Added a bunch of D2X code for general and multiplayer powerup dropping to make codes more consistent to each other; Removed MULTI_PROTO_D1X_VER and MULTI_PROTO_D1X_MINOR defines since they are not needed anymore
main/gamesave.c, main/multi.c, main/object.h: In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE; Fixed small compiler warning in gamesave.c due to last commit
main/gameseq.c: Using timer_query() instead of clock() in InitPlayerPositions(); Also check up distance up to 10 segments
20110113
--------

View file

@ -1332,9 +1332,9 @@ void InitPlayerPosition(int random)
int i, closest = -1, trys=0;
fix closest_dist = 0x7ffffff, dist;
d_srand(clock());
do {
timer_update();
d_srand((fix)timer_query());
trys++;
NewPlayer = d_rand() % NumNetPlayerPositions;
@ -1343,7 +1343,7 @@ void InitPlayerPosition(int random)
for (i=0; i<N_players; i++ ) {
if ( (i!=Player_num) && (Objects[Players[i].objnum].type == OBJ_PLAYER) ) {
dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 5, WID_FLY_FLAG );
dist = find_connected_distance(&Objects[Players[i].objnum].pos, Objects[Players[i].objnum].segnum, &Player_init[NewPlayer].pos, Player_init[NewPlayer].segnum, 10, WID_FLY_FLAG );
if ( (dist < closest_dist) && (dist >= 0) ) {
closest_dist = dist;
closest = i;