Remove CurrentInput, LatestInput from debug dummy, fix shadow

This commit is contained in:
Tater 2024-06-02 04:15:28 -05:00
parent 7bdf2e644f
commit 81f4c736e4
3 changed files with 7 additions and 9 deletions

View file

@ -2652,8 +2652,6 @@ void CServer::UpdateDebugDummies(bool ForceDisconnect)
Input.m_Direction = (ClientId & 1) ? -1 : 1; Input.m_Direction = (ClientId & 1) ? -1 : 1;
m_aClients[ClientId].m_aInputs[0].m_GameTick = Tick() + 1; m_aClients[ClientId].m_aInputs[0].m_GameTick = Tick() + 1;
mem_copy(m_aClients[ClientId].m_aInputs[0].m_aData, &Input, minimum(sizeof(Input), sizeof(m_aClients[ClientId].m_aInputs[0].m_aData))); mem_copy(m_aClients[ClientId].m_aInputs[0].m_aData, &Input, minimum(sizeof(Input), sizeof(m_aClients[ClientId].m_aInputs[0].m_aData)));
m_aClients[ClientId].m_LatestInput = m_aClients[ClientId].m_aInputs[0];
m_aClients[ClientId].m_CurrentInput = 0;
} }
} }

View file

@ -1302,7 +1302,7 @@ void CGameContext::OnClientPrepareInput(int ClientId, void *pInput)
pPlayerInput->m_PlayerFlags = PlayerFlags_SevenToSix(pPlayerInput->m_PlayerFlags); pPlayerInput->m_PlayerFlags = PlayerFlags_SevenToSix(pPlayerInput->m_PlayerFlags);
} }
// Called on all incoming NETMSG_INPUT, only sets player flags and tracks afk status. // Called on all incoming NETMSG_INPUT, only sets player flags and tracks afk status
void CGameContext::OnClientFreshInput(int ClientId, void *pInput) void CGameContext::OnClientFreshInput(int ClientId, void *pInput)
{ {
if(!m_World.m_Paused) if(!m_World.m_Paused)

View file

@ -215,12 +215,12 @@ void CGameWorld::Tick()
GameServer()->SendChat(-1, TEAM_ALL, "Teams have been balanced"); GameServer()->SendChat(-1, TEAM_ALL, "Teams have been balanced");
// This is placed here so that certain weapon physics can happen before the regular Charecter Tick() to preserve physics accuracy // This is placed here so that certain weapon physics can happen before the regular Charecter Tick() to preserve physics accuracy
auto *pEnt = m_apFirstEntityTypes[ENTTYPE_CHARACTER]; auto *pChar = m_apFirstEntityTypes[ENTTYPE_CHARACTER];
for(; pEnt;) for(; pChar;)
{ {
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity; m_pNextTraverseEntity = pChar->m_pNextTypeEntity;
((CCharacter *)pEnt)->WeaponTick(); ((CCharacter *)pChar)->WeaponTick();
pEnt = m_pNextTraverseEntity; pChar = m_pNextTraverseEntity;
} }
// update all objects // update all objects