multi_do_quit: use player number from network layer
The network layer already has the player number. Use that instead of reloading it from the message body.
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@ -1996,9 +1996,9 @@ void multi_disconnect_player(const playernum_t pnum)
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namespace {
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static void multi_do_quit(const multiplayer_rspan<multiplayer_command_t::MULTI_QUIT> buf)
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static void multi_do_quit(const playernum_t pnum)
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{
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multi_disconnect_player(static_cast<int>(buf[1]));
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multi_disconnect_player(pnum);
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}
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}
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@ -2786,6 +2786,7 @@ void multi_send_quit()
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// I am quitting the game, tell the other guy the bad news.
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multi_command<multiplayer_command_t::MULTI_QUIT> multibuf;
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/* Obsolete - reclaim player number field on next multiplayer protocol version bump */
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multibuf[1] = Player_num;
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multi_send_data(multibuf, multiplayer_data_priority::_2);
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}
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@ -5684,7 +5685,7 @@ static void multi_process_data(const d_level_shared_robot_info_state &LevelShare
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multi_do_message(pnum, multi_subspan_first<multiplayer_command_t::MULTI_MESSAGE>(data));
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break;
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case multiplayer_command_t::MULTI_QUIT:
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multi_do_quit(multi_subspan_first<multiplayer_command_t::MULTI_QUIT>(data));
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multi_do_quit(pnum);
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break;
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case multiplayer_command_t::MULTI_CONTROLCEN:
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multi_do_controlcen_destroy(LevelSharedRobotInfoState.Robot_info, imobjptridx, multi_subspan_first<multiplayer_command_t::MULTI_CONTROLCEN>(data));
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