Lobby Overhaul
Rewrote lobby to unify common and Doom-specific packet structure, allowing for saner handling of in-game joining. Added a new per-client stage system that allows individual clients to be handled at a time when gathering and sharing info. Reworked lobby UI to display user info and added kick/ban functionalities. Bans are only a temporary per-game IP ban (use passwords to keep unwanted users out). Increased max player count to 64 and unified engine constant.
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21 changed files with 1596 additions and 1465 deletions
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@ -622,7 +622,7 @@ void G_BuildTiccmd (usercmd_t *cmd)
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// and not the joystick, since we treat the joystick as
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// the analog device it is.
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if (buttonMap.ButtonDown(Button_Left) || buttonMap.ButtonDown(Button_Right))
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turnheld += doomcom.ticdup;
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turnheld += TicDup;
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else
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turnheld = 0;
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@ -1232,7 +1232,7 @@ void G_Ticker ()
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}
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// get commands, check consistancy, and build new consistancy check
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const int curTic = gametic / doomcom.ticdup;
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const int curTic = gametic / TicDup;
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//Added by MC: For some of that bot stuff. The main bot function.
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primaryLevel->BotInfo.Main (primaryLevel);
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@ -2545,7 +2545,7 @@ void G_WriteDemoTiccmd (usercmd_t *cmd, int player, int buf)
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}
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// [RH] Write any special "ticcmds" for this player to the demo
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if ((specdata = ClientStates[player].Tics[buf % BACKUPTICS].Data.GetData (&speclen)) && !(gametic % doomcom.ticdup))
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if ((specdata = ClientStates[player].Tics[buf % BACKUPTICS].Data.GetData (&speclen)) && !(gametic % TicDup))
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{
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memcpy (demo_p, specdata, speclen);
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demo_p += speclen;
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