Merge branch 'd2x-rebirth/master' into unification/master
This commit is contained in:
commit
c8a8f1847e
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@ -1,5 +1,10 @@
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D2X-Rebirth Changelog
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20130422
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--------
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main/net_udp.c: In restricted game mode check for player callsign and sockaddr at the same time; Clear Netgame struct each time player enters a new IP in manual join menu
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arch/sdl/rbaudio.c: Added a lot of status messages for RBA code shown with -verbose, hopefully making it easier for users to track down problems and made all RBA messages start with RBAudio prefix
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20130418
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--------
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main/lighting.c, main/render.c: Removed light_frame_count due to being unnecessary since lighting is now time-based and messed up deletion of dynamic light
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@ -604,6 +604,8 @@ static int manual_join_game_handler(newmenu *menu, d_event *event, direct_join *
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case EVENT_NEWMENU_SELECTED:
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{
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int sockres = -1;
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net_udp_init(); // yes, redundant call but since the menu does not know any better it would allow any IP entry as long as Netgame-entry looks okay... my head hurts...
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if ((atoi(UDP_MyPort)) <= 1024 ||(atoi(UDP_MyPort)) > 65535)
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{
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@ -4956,7 +4958,7 @@ void net_udp_do_refuse_stuff (UDP_sequence_packet *their)
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for (i=0;i<MAX_PLAYERS;i++)
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{
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if (!strcmp (their->player.callsign,Players[i].callsign))
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if ((!d_stricmp(Players[i].callsign, their->player.callsign )) && !memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)))
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{
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net_udp_welcome_player(their);
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return;
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@ -4967,7 +4969,7 @@ void net_udp_do_refuse_stuff (UDP_sequence_packet *their)
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{
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for (i=0;i<MAX_PLAYERS;i++)
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{
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if (!strcmp (their->player.callsign,Players[i].callsign))
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if ((!d_stricmp(Players[i].callsign, their->player.callsign )) && !memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)))
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{
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net_udp_welcome_player(their);
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return;
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@ -5002,7 +5004,7 @@ void net_udp_do_refuse_stuff (UDP_sequence_packet *their)
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{
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for (i=0;i<MAX_PLAYERS;i++)
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{
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if (!strcmp (their->player.callsign,Players[i].callsign))
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if ((!d_stricmp(Players[i].callsign, their->player.callsign )) && !memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)))
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{
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net_udp_welcome_player(their);
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return;
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@ -222,6 +222,8 @@ void InitWeaponOrdering ()
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void CyclePrimary ()
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{
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int cur_order_slot = POrderList(Primary_weapon), desired_weapon = Primary_weapon, loop=0;
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const int autoselect_order_slot = POrderList(255);
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const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
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// some remapping for SUPER LASER which is not an actual weapon type at all
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if (Primary_weapon == LASER_INDEX && Players[Player_num].laser_level > MAX_LASER_LEVEL)
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@ -233,9 +235,9 @@ void CyclePrimary ()
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cur_order_slot++; // next slot
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if (cur_order_slot >= MAX_PRIMARY_WEAPONS+1) // loop if necessary
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cur_order_slot = 0;
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if (cur_order_slot == SOrderList(255)) // what to to with non-autoselect weapons?
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if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
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{
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if (PlayerCfg.CycleAutoselectOnly)
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if (use_restricted_autoselect)
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{
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cur_order_slot = 0; // loop over or ...
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}
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@ -267,6 +269,8 @@ void CyclePrimary ()
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void CycleSecondary ()
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{
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int cur_order_slot = SOrderList(Secondary_weapon), desired_weapon = Secondary_weapon, loop=0;
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const int autoselect_order_slot = SOrderList(255);
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const int use_restricted_autoselect = (cur_order_slot < autoselect_order_slot) && (1 < autoselect_order_slot) && (PlayerCfg.CycleAutoselectOnly);
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while (loop<(MAX_SECONDARY_WEAPONS+1))
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{
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@ -274,9 +278,9 @@ void CycleSecondary ()
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cur_order_slot++; // next slot
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if (cur_order_slot >= MAX_SECONDARY_WEAPONS+1) // loop if necessary
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cur_order_slot = 0;
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if (cur_order_slot == SOrderList(255)) // what to to with non-autoselect weapons?
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if (cur_order_slot == autoselect_order_slot) // what to to with non-autoselect weapons?
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{
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if (PlayerCfg.CycleAutoselectOnly)
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if (use_restricted_autoselect)
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{
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cur_order_slot = 0; // loop over or ...
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}
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