User server instead of checking servernode

For some reason both node and servernode are identical at that point.
Both were 1 for the client when I tried it myself.
This commit is contained in:
Sryder 2018-07-10 19:21:59 +01:00
parent fffe82b863
commit bbbc0d3820

View file

@ -3749,7 +3749,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
/// Also, according to HandleConnect, the server will send the savegame even during intermission... /// Also, according to HandleConnect, the server will send the savegame even during intermission...
/// Sryder 2018-07-05: If we don't want to send the player config another way we need to send the gamestate /// Sryder 2018-07-05: If we don't want to send the player config another way we need to send the gamestate
/// At almost any gamestate there could be joiners... So just always send gamestate? /// At almost any gamestate there could be joiners... So just always send gamestate?
cl_mode = ((node == servernode) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME); cl_mode = ((server) ? CL_CONNECTED : CL_DOWNLOADSAVEGAME);
#else #else
cl_mode = CL_CONNECTED; cl_mode = CL_CONNECTED;
#endif #endif