In multi_new_game when initializing Players structures, also correctly init connected variable which is highly important for spreading pdata to clients and should be set correctly anyways (Thanks to Gold Leader and Flip for help with debugging/testing recent Multiplayer bugs)

This commit is contained in:
zicodxx 2010-11-28 01:02:04 +01:00
parent e2730faa5b
commit 2b02639bd2
2 changed files with 5 additions and 0 deletions

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@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20101128
--------
main/multi.c: In multi_new_game when initializing Players structures, also correctly init connected variable which is highly important for spreading pdata to clients and should be set correctly anyways (Thanks to Gold Leader and Flip for help with debugging/testing recent Multiplayer bugs)
20101126
--------
include/physfsx.h, main/inferno.c, misc/physfsx.c: Implemented PHYSFSX_checkSupportedArchiveTypes to check if essential archive types are supported. Print warnings if not and stop program if necessary. Also added PHYSFSX_listSearchPAthContent to print out search path contents (figures) each time the function is called. Doing this before main HOG inits as well after sucessfully adding archives. Made PHYSFSX_addArchiveContent a bit more verbose as well.

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@ -430,6 +430,7 @@ multi_new_game(void)
for (i = 0; i < MAX_NUM_NET_PLAYERS; i++)
{
sorted_kills[i] = i;
Players[i].connected = CONNECT_DISCONNECTED;
Players[i].net_killed_total = 0;
Players[i].net_kills_total = 0;
Players[i].flags = 0;