diff --git a/src/engine/server/server.cpp b/src/engine/server/server.cpp index 885dc631e0a..78952fcb577 100644 --- a/src/engine/server/server.cpp +++ b/src/engine/server/server.cpp @@ -2653,7 +2653,6 @@ void CServer::UpdateDebugDummies(bool ForceDisconnect) 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; } } diff --git a/src/game/server/gameworld.cpp b/src/game/server/gameworld.cpp index 5c7d8fa1630..7a511c9ebd0 100644 --- a/src/game/server/gameworld.cpp +++ b/src/game/server/gameworld.cpp @@ -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