Fix dedicated servers not running gamelogic
Note to future testers: Remember to test dedicated servers before merging. And splitscreen also.
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parent
31bce6c857
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@ -404,8 +404,8 @@ static void ExtraDataTicker(void)
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}
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}
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// If you are a client, you can safely forget the net commands for this tic
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// If you are a client, you can safely forget the net commands for this tic
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// If you are the server, you need to remember them until every client has been aknowledged,
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// If you are the server, you need to remember them until every client has been acknowledged,
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// because if you need to resend a PT_SERVERTICS packet, you need to put the commands in it
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// because if you need to resend a PT_SERVERTICS packet, you will need to put the commands in it
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if (client)
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if (client)
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D_FreeTextcmd(gametic);
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D_FreeTextcmd(gametic);
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}
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}
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@ -4510,7 +4510,7 @@ static void CL_SendClientCmd(void)
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packetsize = sizeof (clientcmd_pak) - sizeof (ticcmd_t) - sizeof (INT16);
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packetsize = sizeof (clientcmd_pak) - sizeof (ticcmd_t) - sizeof (INT16);
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HSendPacket(servernode, false, 0, packetsize);
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HSendPacket(servernode, false, 0, packetsize);
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}
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}
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else if (gamestate != GS_NULL && addedtogame)
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else if (gamestate != GS_NULL && (addedtogame || dedicated))
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{
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{
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G_MoveTiccmd(&netbuffer->u.clientpak.cmd, &localcmds, 1);
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G_MoveTiccmd(&netbuffer->u.clientpak.cmd, &localcmds, 1);
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netbuffer->u.clientpak.consistancy = SHORT(consistancy[gametic%BACKUPTICS]);
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netbuffer->u.clientpak.consistancy = SHORT(consistancy[gametic%BACKUPTICS]);
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