Snap players first to ensure they are always sent

This commit is contained in:
trml 2021-10-21 22:39:54 +02:00
parent 85a99d174d
commit 676d6e41aa

View file

@ -3617,10 +3617,6 @@ void CGameContext::OnSnap(int ClientID)
Server()->SendMsg(&Msg, MSGFLAG_RECORD | MSGFLAG_NOSEND, ClientID);
}
m_World.Snap(ClientID);
m_pController->Snap(ClientID);
m_Events.Snap(ClientID);
for(auto &pPlayer : m_apPlayers)
{
if(pPlayer)
@ -3629,6 +3625,10 @@ void CGameContext::OnSnap(int ClientID)
if(ClientID > -1)
m_apPlayers[ClientID]->FakeSnap();
m_World.Snap(ClientID);
m_pController->Snap(ClientID);
m_Events.Snap(ClientID);
}
void CGameContext::OnPreSnap() {}
void CGameContext::OnPostSnap()