Let's try what that comment suggests.
This commit is contained in:
parent
5628ffe360
commit
847924a47a
|
@ -2424,7 +2424,7 @@ static void CL_RemovePlayer(INT32 playernum)
|
||||||
if (playerpernode[node] <= 0)
|
if (playerpernode[node] <= 0)
|
||||||
{
|
{
|
||||||
// If a resynch was in progress, well, it no longer needs to be.
|
// If a resynch was in progress, well, it no longer needs to be.
|
||||||
SV_InitResynchVars(playernode[playernum]);
|
SV_InitResynchVars(node);
|
||||||
|
|
||||||
nodeingame[node] = false;
|
nodeingame[node] = false;
|
||||||
Net_CloseConnection(node);
|
Net_CloseConnection(node);
|
||||||
|
@ -3487,6 +3487,7 @@ static void HandleConnect(SINT8 node)
|
||||||
/// \note Shouldn't SV_SendRefuse be called before ResetNode?
|
/// \note Shouldn't SV_SendRefuse be called before ResetNode?
|
||||||
ResetNode(node);
|
ResetNode(node);
|
||||||
SV_SendRefuse(node, M_GetText("Server couldn't send info, please try again"));
|
SV_SendRefuse(node, M_GetText("Server couldn't send info, please try again"));
|
||||||
|
ResetNode(node); // Yeah, lets try it!
|
||||||
/// \todo fix this !!!
|
/// \todo fix this !!!
|
||||||
return; // restart the while
|
return; // restart the while
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue