- In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
for multiplayer: They now always check through the eyes of every player. For players whose cameras are not players, they also check through the eyes of those cameras. - Using spynext/spyprev to switch from a non-player to a player now writes a command to the network stream and lets Net_DoCommand() take care of it later. The logic here is that if a player is viewing from something that isn't another player, then every player needs to know about it for sync purposes. Consequently, when they stop viewing from a non-player and switch to a player, everybody needs to know about that too. But if they are viewing from a player, it doesn't matter which player it is, so they can spynext/spyprev all they want without letting the other players know about it (and without potentially breaking demos--due to the above-mentioned two codepointers--while doing it during demo playback). - Replaced the instances of checking players[consoleplayer].camera for a valid pointer to ones that do it for every player. - Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed. - Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to do substitutions of old objects that are pending deletion. SVN r3448 (trunk)
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8 changed files with 109 additions and 54 deletions
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@ -4051,9 +4051,12 @@ APlayerPawn *P_SpawnPlayer (FMapThing *mthing, bool tempplayer)
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p->velx = p->vely = 0; // killough 10/98: initialize bobbing to 0.
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if (players[consoleplayer].camera == oldactor)
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for (int ii = 0; ii < MAXPLAYERS; ++ii)
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{
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players[consoleplayer].camera = mobj;
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if (playeringame[ii] && players[ii].camera == oldactor)
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{
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players[ii].camera = oldactor;
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}
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}
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// [RH] Allow chasecam for demo watching
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