multi_do_escape: 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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49698fbf86
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8fd6ff2025
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@ -1859,10 +1859,9 @@ static void multi_do_controlcen_destroy(const d_robot_info_array &Robot_info, fi
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}
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}
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static void multi_do_escape(fvmobjptridx &vmobjptridx, const multiplayer_rspan<multiplayer_command_t::MULTI_ENDLEVEL_START> buf)
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static void multi_do_escape(fvmobjptridx &vmobjptridx, const playernum_t pnum, const multiplayer_rspan<multiplayer_command_t::MULTI_ENDLEVEL_START> buf)
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{
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digi_play_sample(SOUND_HUD_MESSAGE, F1_0);
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const playernum_t pnum = buf[1];
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auto &plr = *vmplayerptr(pnum);
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const auto &&objnum = vmobjptridx(plr.objnum);
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#if defined(DXX_BUILD_DESCENT_II)
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@ -2554,6 +2553,7 @@ void multi_send_endlevel_start()
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#endif
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{
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multi_command<multiplayer_command_t::MULTI_ENDLEVEL_START> buf;
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/* Obsolete - reclaim player number field on next multiplayer protocol version bump */
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buf[1] = Player_num;
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#if defined(DXX_BUILD_DESCENT_I)
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buf[2] = static_cast<uint8_t>(secret);
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@ -5723,7 +5723,7 @@ static void multi_process_data(const d_level_shared_robot_info_state &LevelShare
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break;
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#endif
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case multiplayer_command_t::MULTI_ENDLEVEL_START:
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multi_do_escape(vmobjptridx, multi_subspan_first<multiplayer_command_t::MULTI_ENDLEVEL_START>(data));
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multi_do_escape(vmobjptridx, pnum, multi_subspan_first<multiplayer_command_t::MULTI_ENDLEVEL_START>(data));
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break;
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case multiplayer_command_t::MULTI_CLOAK:
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multi_do_cloak(vmobjptr, pnum);
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