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
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@ -1,5 +1,9 @@
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D1X-Rebirth Changelog
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20081023
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--------
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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
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20081022
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--------
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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)
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#endif
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network_do_frame(0, 1);
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if (multi_quit_game && !multi_in_menu)
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{
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multi_quit_game = 0;
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longjmp(LeaveGame, 0);
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}
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}
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//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)
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multi_leave_menu = 1;
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multi_reset_stuff();
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longjmp(LeaveGame,1); // because the other crap didn't work right
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return;
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}
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// End addition by GF
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@ -3532,6 +3531,8 @@ void network_ping_all()
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int i;
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static fix PingTime=0;
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PingTable[Player_num] = -1; // Set mine to fancy -1 because I am super fast! Weeee
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if (PingTime+(F1_0*3)<GameTime || PingTime > GameTime)
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{
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for (i=0; i<MAX_PLAYERS; i++)
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