Fix: Make inputs work 100% when you're in freeze.

This was random before, now these parts are a lot more reasonable
Client-side fix so it works on all servers
This commit is contained in:
def 2014-04-30 15:21:23 +02:00
parent 89777a294b
commit c4118a3878
2 changed files with 8 additions and 0 deletions

View file

@ -474,6 +474,10 @@ void CClient::SendInput()
if(!g_Config.m_ClDummyHammer) if(!g_Config.m_ClDummyHammer)
{ {
m_Fire = 25; m_Fire = 25;
if(!Size && (!DummyInput.m_Direction && !DummyInput.m_Jump && !DummyInput.m_Hook))
return;
// pack input // pack input
CMsgPacker Msg(NETMSG_INPUT); CMsgPacker Msg(NETMSG_INPUT);
Msg.AddInt(m_AckGameTick[g_Config.m_ClDummy]); Msg.AddInt(m_AckGameTick[g_Config.m_ClDummy]);

View file

@ -200,6 +200,10 @@ int CControls::SnapInput(int *pData)
// send at at least 10hz // send at at least 10hz
if(time_get() > LastSendTime + time_freq()/25) if(time_get() > LastSendTime + time_freq()/25)
Send = true; Send = true;
if(m_pClient->m_Snap.m_pLocalCharacter && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon == WEAPON_NINJA
&& (m_InputData.m_Direction || m_InputData.m_Jump || m_InputData.m_Hook))
Send = true;
} }
// copy and return size // copy and return size