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Remove CurrentInput, LatestInput from debug dummy, fix shadow
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parent
7bdf2e644f
commit
81f4c736e4
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@ -2652,8 +2652,6 @@ void CServer::UpdateDebugDummies(bool ForceDisconnect)
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Input.m_Direction = (ClientId & 1) ? -1 : 1;
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Input.m_Direction = (ClientId & 1) ? -1 : 1;
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m_aClients[ClientId].m_aInputs[0].m_GameTick = Tick() + 1;
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m_aClients[ClientId].m_aInputs[0].m_GameTick = Tick() + 1;
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mem_copy(m_aClients[ClientId].m_aInputs[0].m_aData, &Input, minimum(sizeof(Input), sizeof(m_aClients[ClientId].m_aInputs[0].m_aData)));
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mem_copy(m_aClients[ClientId].m_aInputs[0].m_aData, &Input, minimum(sizeof(Input), sizeof(m_aClients[ClientId].m_aInputs[0].m_aData)));
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m_aClients[ClientId].m_LatestInput = m_aClients[ClientId].m_aInputs[0];
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m_aClients[ClientId].m_CurrentInput = 0;
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}
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}
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}
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}
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@ -1302,7 +1302,7 @@ void CGameContext::OnClientPrepareInput(int ClientId, void *pInput)
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pPlayerInput->m_PlayerFlags = PlayerFlags_SevenToSix(pPlayerInput->m_PlayerFlags);
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pPlayerInput->m_PlayerFlags = PlayerFlags_SevenToSix(pPlayerInput->m_PlayerFlags);
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}
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}
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// Called on all incoming NETMSG_INPUT, only sets player flags and tracks afk status.
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// Called on all incoming NETMSG_INPUT, only sets player flags and tracks afk status
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void CGameContext::OnClientFreshInput(int ClientId, void *pInput)
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void CGameContext::OnClientFreshInput(int ClientId, void *pInput)
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{
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{
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if(!m_World.m_Paused)
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if(!m_World.m_Paused)
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@ -215,12 +215,12 @@ void CGameWorld::Tick()
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GameServer()->SendChat(-1, TEAM_ALL, "Teams have been balanced");
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GameServer()->SendChat(-1, TEAM_ALL, "Teams have been balanced");
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// This is placed here so that certain weapon physics can happen before the regular Charecter Tick() to preserve physics accuracy
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// This is placed here so that certain weapon physics can happen before the regular Charecter Tick() to preserve physics accuracy
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auto *pEnt = m_apFirstEntityTypes[ENTTYPE_CHARACTER];
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auto *pChar = m_apFirstEntityTypes[ENTTYPE_CHARACTER];
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for(; pEnt;)
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for(; pChar;)
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{
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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m_pNextTraverseEntity = pChar->m_pNextTypeEntity;
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((CCharacter *)pEnt)->WeaponTick();
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((CCharacter *)pChar)->WeaponTick();
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pEnt = m_pNextTraverseEntity;
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pChar = m_pNextTraverseEntity;
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}
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}
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// update all objects
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// update all objects
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