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Change incorrectly named OnClientDirectInput function
This has not done any Direct Input since #1441
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c90dbe5ba0
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@ -330,7 +330,7 @@ public:
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virtual void OnClientEnter(int ClientId) = 0;
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virtual void OnClientDrop(int ClientId, const char *pReason) = 0;
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virtual void OnClientPrepareInput(int ClientId, void *pInput) = 0;
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virtual void OnClientDirectInput(int ClientId, void *pInput) = 0;
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virtual void OnClientFreshInput(int ClientId, void *pInput) = 0;
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virtual void OnClientPredictedInput(int ClientId, void *pInput) = 0;
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virtual void OnClientPredictedEarlyInput(int ClientId, void *pInput) = 0;
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@ -1686,7 +1686,7 @@ void CServer::ProcessClientPacket(CNetChunk *pPacket)
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// call the mod with the fresh input data
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if(m_aClients[ClientId].m_State == CClient::STATE_INGAME)
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GameServer()->OnClientDirectInput(ClientId, LatestInput.m_aData);
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GameServer()->OnClientFreshInput(ClientId, LatestInput.m_aData);
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}
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else if(Msg == NETMSG_RCON_CMD)
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{
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@ -1302,8 +1302,8 @@ void CGameContext::OnClientPrepareInput(int ClientId, void *pInput)
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pPlayerInput->m_PlayerFlags = PlayerFlags_SevenToSix(pPlayerInput->m_PlayerFlags);
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}
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// Called on all incoming NETMSG_INPUT, only sets player flags and tracks afk status. Does not perform a DirectInput
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void CGameContext::OnClientDirectInput(int ClientId, void *pInput)
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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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{
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if(!m_World.m_Paused)
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m_apPlayers[ClientId]->OnPlayerFreshInput((CNetObj_PlayerInput *)pInput);
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@ -313,7 +313,7 @@ public:
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void OnClientEnter(int ClientId) override;
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void OnClientDrop(int ClientId, const char *pReason) override;
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void OnClientPrepareInput(int ClientId, void *pInput) override;
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void OnClientDirectInput(int ClientId, void *pInput) override;
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void OnClientFreshInput(int ClientId, void *pInput) override;
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void OnClientPredictedInput(int ClientId, void *pInput) override;
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void OnClientPredictedEarlyInput(int ClientId, void *pInput) override;
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