Unpack UDP_sequence_packet
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@ -14,6 +14,7 @@
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#include "multi.h"
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#ifdef __cplusplus
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#include "pack.h"
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// Exported functions
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int net_udp_setup_game(void);
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@ -119,11 +120,11 @@ struct UDP_netgame_info_lite : public prohibit_void_ptr<UDP_netgame_info_lite>
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bit_game_flags game_flag;
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};
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struct UDP_sequence_packet
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struct UDP_sequence_packet : prohibit_void_ptr<UDP_sequence_packet>
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{
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ubyte type;
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netplayer_info player;
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} __pack__;
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};
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// player position packet structure
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struct UDP_frame_info
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@ -1072,7 +1072,7 @@ void net_udp_init()
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udp_close_socket(1);
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Netgame = {};
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memset(&UDP_Seq, 0, sizeof(UDP_sequence_packet));
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UDP_Seq = {};
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memset(&UDP_MData, 0, sizeof(UDP_mdata_info));
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net_udp_noloss_init_mdata_queue();
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UDP_Seq.type = UPID_REQUEST;
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@ -1338,7 +1338,7 @@ static void net_udp_welcome_player(UDP_sequence_packet *their)
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}
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player_num = -1;
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memset(&UDP_sync_player, 0, sizeof(UDP_sequence_packet));
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UDP_sync_player = {};
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Network_player_added = 0;
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for (i = 0; i < N_players; i++)
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@ -2574,8 +2574,7 @@ static void net_udp_process_request(UDP_sequence_packet *their)
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static void net_udp_process_packet(ubyte *data, struct _sockaddr sender_addr, int length )
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{
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UDP_sequence_packet their;
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memset(&their, 0, sizeof(UDP_sequence_packet));
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UDP_sequence_packet their{};
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switch (data[0])
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{
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@ -3845,9 +3844,7 @@ static int net_udp_wait_for_sync(void)
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if (Network_status != NETSTAT_PLAYING)
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{
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UDP_sequence_packet me;
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memset(&me, 0, sizeof(UDP_sequence_packet));
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UDP_sequence_packet me{};
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me.type = UPID_QUIT_JOINING;
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memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 );
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net_udp_send_sequence_packet(me, Netgame.players[0].protocol.udp.addr);
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