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Remove CurrentInput, LatestInput from debug dummy, fix shadow
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sjrc6 committed Jun 2, 2024
1 parent 7bdf2e6 commit 81f4c73
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Showing 3 changed files with 7 additions and 9 deletions.
2 changes: 0 additions & 2 deletions src/engine/server/server.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2652,8 +2652,6 @@ void CServer::UpdateDebugDummies(bool ForceDisconnect)
Input.m_Direction = (ClientId & 1) ? -1 : 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)));
m_aClients[ClientId].m_LatestInput = m_aClients[ClientId].m_aInputs[0];
m_aClients[ClientId].m_CurrentInput = 0;
}
}

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4 changes: 2 additions & 2 deletions src/game/server/gamecontext.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1294,15 +1294,15 @@ static int PlayerFlags_SevenToSix(int Flags)

// Server hooks

// Called on all incoming NETMSG_INPUT, reformats player flags for sixup compatibility
// Called on all incoming NETMSG_INPUT, reformats player flags for sixup compatibility
void CGameContext::OnClientPrepareInput(int ClientId, void *pInput)
{
auto *pPlayerInput = (CNetObj_PlayerInput *)pInput;
if(Server()->IsSixup(ClientId))
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)
{
if(!m_World.m_Paused)
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10 changes: 5 additions & 5 deletions src/game/server/gameworld.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -215,12 +215,12 @@ void CGameWorld::Tick()
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
auto *pEnt = m_apFirstEntityTypes[ENTTYPE_CHARACTER];
for(; pEnt;)
auto *pChar = m_apFirstEntityTypes[ENTTYPE_CHARACTER];
for(; pChar;)
{
m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
((CCharacter *)pEnt)->WeaponTick();
pEnt = m_pNextTraverseEntity;
m_pNextTraverseEntity = pChar->m_pNextTypeEntity;
((CCharacter *)pChar)->WeaponTick();
pChar = m_pNextTraverseEntity;
}

// update all objects
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