- Added the MF2_PASSMOBJ for P_Thing_Spawn() from January 4, 2003, to
DLevelScript::DoSpawn(). - Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing the vector lengths, fixing desyncs between GCC/VC++ games that happened because the two compilers produced slightly different results for some slopes. GCC kept them in registers, so they were never truncated to floats. VC++ stored them to memory and reloaded them in order to truncate them to the defined precision. Lesson learned: Floating point numbers in local variables should always be doubles to produce the best code with VC++ that has the best chance of matching GCC's default behavior. - Removed netget and netsend function pointers. PacketGet and PacketSend are now called directly. - Fixed: Watching a demo from the point of view of someone other than the first player could cause a crash when the demo ended. - Removed invcount from the expression evaluator at Grubber's suggestion, because it doesn't work. - Fixed: vid_nowidescreen should fire off setsizeneeded so that changes to it can happen immediately instead of at the next resolution change. SVN r355 (trunk)
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8 changed files with 47 additions and 61 deletions
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@ -96,9 +96,6 @@ static SOCKET mysocket = INVALID_SOCKET;
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static sockaddr_in sendaddress[MAXNETNODES];
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static BYTE sendplayer[MAXNETNODES];
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void (*netget) (void);
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void (*netsend) (void);
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#ifdef __WIN32__
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char *neterror (void);
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#else
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@ -351,8 +348,6 @@ void StartNetwork (bool autoPort)
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atterm (CloseNetwork);
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netsend = PacketSend;
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netget = PacketGet;
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netgame = true;
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multiplayer = true;
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@ -828,11 +823,11 @@ void I_NetCmd (void)
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{
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if (doomcom.command == CMD_SEND)
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{
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netsend ();
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PacketSend ();
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}
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else if (doomcom.command == CMD_GET)
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{
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netget ();
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PacketGet ();
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}
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else
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I_Error ("Bad net cmd: %i\n",doomcom.command);
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