Made resent_delay for net_udp_noloss_process_queue() a bit longer depending on the player's ping
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@ -1,5 +1,9 @@
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D1X-Rebirth Changelog
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D1X-Rebirth Changelog
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20101203
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--------
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main/net_udp.c: Made resent_delay for net_udp_noloss_process_queue() a bit longer depending on the player's ping
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20101130
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20101130
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--------
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--------
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include/hmp.h, misc/hmp.c: Little fixes for rev939 - changed definition from WIN32 to _WIN32, added little hack for incorrectly set HMP loop in Descent2-version of descent.hmp
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include/hmp.h, misc/hmp.c: Little fixes for rev939 - changed definition from WIN32 to _WIN32, added little hack for incorrectly set HMP loop in Descent2-version of descent.hmp
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@ -3998,10 +3998,8 @@ void net_udp_noloss_process_queue(fix time)
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if (!UDP_mdata_queue[queuec].player_ack[plc])
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if (!UDP_mdata_queue[queuec].player_ack[plc])
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{
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{
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// Set resend interval
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// Set resend interval
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if (Netgame.players[plc].ping < 20)
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if (Netgame.players[plc].ping < 100)
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resend_delay = (F1_0/20);
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resend_delay = (F1_0/3);
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else if (Netgame.players[plc].ping < 500)
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resend_delay = i2f(Netgame.players[plc].ping + (Netgame.players[plc].ping/10));
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else
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else
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resend_delay = (F1_0/2);
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resend_delay = (F1_0/2);
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