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.
This commit is contained in:
Boondorl 2025-03-05 17:52:13 -05:00 committed by Rachael Alexanderson
commit ad3bcfddba
21 changed files with 1596 additions and 1465 deletions

View file

@ -622,7 +622,7 @@ void G_BuildTiccmd (usercmd_t *cmd)
// and not the joystick, since we treat the joystick as
// the analog device it is.
if (buttonMap.ButtonDown(Button_Left) || buttonMap.ButtonDown(Button_Right))
turnheld += doomcom.ticdup;
turnheld += TicDup;
else
turnheld = 0;
@ -1232,7 +1232,7 @@ void G_Ticker ()
}
// get commands, check consistancy, and build new consistancy check
const int curTic = gametic / doomcom.ticdup;
const int curTic = gametic / TicDup;
//Added by MC: For some of that bot stuff. The main bot function.
primaryLevel->BotInfo.Main (primaryLevel);
@ -2545,7 +2545,7 @@ void G_WriteDemoTiccmd (usercmd_t *cmd, int player, int buf)
}
// [RH] Write any special "ticcmds" for this player to the demo
if ((specdata = ClientStates[player].Tics[buf % BACKUPTICS].Data.GetData (&speclen)) && !(gametic % doomcom.ticdup))
if ((specdata = ClientStates[player].Tics[buf % BACKUPTICS].Data.GetData (&speclen)) && !(gametic % TicDup))
{
memcpy (demo_p, specdata, speclen);
demo_p += speclen;