Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate

This commit is contained in:
zicodxx 2011-04-08 01:37:55 +02:00
parent 82edf638fe
commit d5f9e118c6
2 changed files with 7 additions and 1 deletions

View file

@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20110408
--------
main/net_udp.c: Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate
20110407
--------
3d/draw.c, 3d/interp.c, 3d/rod.c, arch/ogl/ogl.c, include/3d.h, include/ogl_init.h, main/endlevel.c, main/gamesave.c, main/lighting.c, main/lighting.h, main/menu.c, main/morph.c, main/multi.c, main/object.c, main/object.h, main/playsave.c, main/playsave.h, main/polyobj.c, main/polyobj.h, main/render.c, main/state.c, main/terrain.c: Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)

View file

@ -4013,7 +4013,6 @@ void net_udp_do_frame(int force, int listen)
if (time >= (last_send_time+(F1_0/Netgame.PacketsPerSec)))
{
multi_send_robot_frame(0);
multi_send_fire(); // Do firing if needed..
last_send_time = time;
@ -4023,7 +4022,10 @@ void net_udp_do_frame(int force, int listen)
}
if (send_mdata)
{
multi_send_fire(); // Do firing if needed..
net_udp_send_mdata(PacketUrgent, time);
}
net_udp_noloss_process_queue(time);