Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
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20120526
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main/collide.c: Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
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main/net_udp.c: Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected players
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20120525
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@ -4643,7 +4643,7 @@ void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_
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{
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for (i = 1; i < MAX_PLAYERS; i++)
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{
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if (i != pd.Player_num && Players[pd.Player_num].connected != CONNECT_DISCONNECTED) // not to sender or disconnected players - right.
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if (i != pd.Player_num && Players[i].connected != CONNECT_DISCONNECTED) // not to sender or disconnected players - right.
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dxx_sendto (UDP_Socket[0], data, data_len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr));
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}
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}
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