Pass std::span to multi_do_kill_client
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@ -1825,7 +1825,7 @@ static void multi_do_kill_host(object_array &Objects, const multiplayer_rspan<MU
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multi_compute_kill(LevelSharedRobotInfoState.Robot_info, Objects.imptridx(killer), Objects.vmptridx(killed));
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}
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static void multi_do_kill_client(object_array &Objects, const uint8_t *const buf)
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static void multi_do_kill_client(object_array &Objects, const multiplayer_rspan<MULTI_KILL_CLIENT> buf)
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{
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if (!multi_i_am_master())
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return;
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@ -1840,7 +1840,7 @@ static void multi_do_kill_client(object_array &Objects, const uint8_t *const buf
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// I am host, I know what's going on so take this packet, add game_mode related info which might be necessary for kill computation and send it to everyone so they can compute their kills correctly
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{
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multi_command<MULTI_KILL_HOST> multibuf;
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std::memcpy(std::next(multibuf.data()), std::next(buf), 4);
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std::memcpy(std::next(multibuf.data()), std::next(buf.data()), 4);
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multibuf[5] = Netgame.team_vector;
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multibuf[6] = Bounty_target;
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@ -1849,8 +1849,7 @@ static void multi_do_kill_client(object_array &Objects, const uint8_t *const buf
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const auto killed = vcplayerptr(pnum)->objnum;
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count += 1;
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objnum_t killer;
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killer = GET_INTEL_SHORT(buf + count);
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objnum_t killer = GET_INTEL_SHORT(&buf[count]);
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if (killer > 0)
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killer = objnum_remote_to_local(killer, buf[count+2]);
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@ -5844,7 +5843,7 @@ static void multi_process_data(const d_level_shared_robot_info_state &LevelShare
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multi_do_kill_host(Objects, multi_subspan_first<MULTI_KILL_HOST>(data));
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break;
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case MULTI_KILL_CLIENT:
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multi_do_kill_client(Objects, buf);
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multi_do_kill_client(Objects, multi_subspan_first<MULTI_KILL_CLIENT>(data));
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break;
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case MULTI_PLAYER_INV:
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multi_do_player_inventory( pnum, buf ); break;
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