Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry

This commit is contained in:
zicodxx 2008-10-23 09:17:54 +00:00
parent a26e5e3284
commit a7cc0c79ec
3 changed files with 12 additions and 1 deletions

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@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20081023
--------
main/multi.c, main/network.c: Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry
20081022
--------
main/menu.c, main/netdrv_udp.c, main/netdrv_udp.h: Removing reset of Game_screen_mode while change_res Fullscreen toggle (wtf is the point?); Adding a third valid state for UDP peers so we can get more order in handshaking process - should fix problem when two clients join (and shake) simultaniously

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@ -711,6 +711,12 @@ void multi_do_frame(void)
#endif
network_do_frame(0, 1);
if (multi_quit_game && !multi_in_menu)
{
multi_quit_game = 0;
longjmp(LeaveGame, 0);
}
}
//edit 03/04/99 Matt Mueller - some debug code.. ignore if you wish.

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@ -1298,7 +1298,6 @@ void network_process_dump(sequence_packet *their)
multi_leave_menu = 1;
multi_reset_stuff();
longjmp(LeaveGame,1); // because the other crap didn't work right
return;
}
// End addition by GF
@ -3532,6 +3531,8 @@ void network_ping_all()
int i;
static fix PingTime=0;
PingTable[Player_num] = -1; // Set mine to fancy -1 because I am super fast! Weeee
if (PingTime+(F1_0*3)<GameTime || PingTime > GameTime)
{
for (i=0; i<MAX_PLAYERS; i++)