fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information

This commit is contained in:
zicodxx 2012-04-16 01:13:27 +02:00
parent e8d4070413
commit 4287e713b1
4 changed files with 10 additions and 3 deletions

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@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20120416
--------
main/gameseq.c, main/multi.c, main/multi.h: fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
20120415
--------
main/multi.c, main/multi.h, main/net_udp.c: When possibly sending player positions prior to firing, do that before messing multibuf; Added more strict sanity checks for outgoing and incoming multi packets; Moved some general game stuff from net_udp_init() to multi_new_game()

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@ -354,6 +354,10 @@ void init_player_stats_new_ship(ubyte pnum)
Primary_weapon = 0;
Secondary_weapon = 0;
dead_player_end(); //player no longer dead
Player_is_dead = 0;
Player_exploded = 0;
Player_eggs_dropped = 0;
Dead_player_camera = 0;
}
Players[pnum].energy = MAX_ENERGY;

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@ -3027,8 +3027,7 @@ multi_prep_level(void)
{
PKilledFlags[i]=1;
multi_sending_message[i] = 0;
if (i != Player_num)
init_player_stats_new_ship(i);
init_player_stats_new_ship(i);
}
for (i = 0; i < NumNetPlayerPositions; i++)

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@ -72,7 +72,7 @@ extern int multi_protocol; // set and determinate used protocol
// 3 Descent II Shareware
// 4 Descent II Commercial
// > 4 DXX-Rebirth
#define MULTI_PROTO_VERSION 10
#define MULTI_PROTO_VERSION 11
// PROTOCOL VARIABLES AND DEFINES - END