Do not send endlevel packets to disconnected (but still saved) clients

This commit is contained in:
zicodxx 2012-05-15 23:39:21 +02:00
parent c4223a8fe5
commit ffeddf4db6
2 changed files with 6 additions and 1 deletions

View file

@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20120515
--------
main/net_udp.c: Do not send endlevel packets to disconnected (but still saved) clients
20120514
--------
2d/disc.c, SConstruct, editor/medmisc.c, include/gr.h, include/internal.h, main/menu.c, main/net_udp.c, main/playsave.c, main/state.c, misc/hmp.c, misc/physfsx.c: Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this

View file

@ -1990,7 +1990,8 @@ void net_udp_send_endlevel_packet(void)
}
for (i = 1; i < MAX_PLAYERS; i++)
dxx_sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr));
if (Players[i].connected != CONNECT_DISCONNECTED)
dxx_sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr));
}
else
{