In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode

This commit is contained in:
zicodxx 2011-01-18 19:43:05 +01:00
parent b5adb1838a
commit 3c744c9b91
2 changed files with 4 additions and 2 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20110118
--------
main/gamecntl.c, main/gameseq.c: Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up
main/net_udp.c: In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
20110117
--------

View file

@ -1439,8 +1439,9 @@ void net_udp_send_objects(void)
object_buffer[0] = UPID_OBJECT_DATA;
PUT_INTEL_INT(object_buffer+1, 1);
PUT_INTEL_INT(object_buffer+5, -2);
PUT_INTEL_INT(object_buffer+9, obj_count);
sendto (UDP_Socket[0], object_buffer, 13, 0, (struct sockaddr *)&UDP_sync_player.player.protocol.udp.addr, sizeof(struct _sockaddr));
object_buffer[9] = player_num;
PUT_INTEL_INT(object_buffer+10, obj_count);
sendto (UDP_Socket[0], object_buffer, 14, 0, (struct sockaddr *)&UDP_sync_player.player.protocol.udp.addr, sizeof(struct _sockaddr));
// Send sync packet which tells the player who he is and to start!
net_udp_send_rejoin_sync(player_num);