Fixes for client network IDs
Fixed an off-by-one error on client IDs (these need to start at 1 as 0 is an invalid network ID). Morphing will now swap the client body's ID so it remains in the first 1 - MAXPLAYERS slots.
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3 changed files with 7 additions and 2 deletions
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@ -5390,6 +5390,10 @@ int MorphPointerSubstitution(AActor* from, AActor* to)
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{
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to->player = from->player;
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from->player = nullptr;
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// Swap the new body into the right network slot if it's a client (this doesn't
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// really matter for regular Actors since they grab any ID they can get anyway).
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NetworkEntityManager::SetClientNetworkEntity(to, to->player - players);
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}
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if (from->alternative != nullptr)
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