fixed bug that the ai players didn\'t die on network games.

origin
stpohle 22 years ago
parent 266eb926b2
commit 2ad9ea4271

10
TODO

@ -1,6 +1,8 @@
$Id: TODO,v 1.25 2003/12/24 02:38:15 stpohle Exp $
$Id: TODO,v 1.26 2003/12/26 16:55:35 stpohle Exp $
- changing bcmserv to a new protocoll
* tileset name and so on won't be send right.
* changing bcmserv to a new protocoll
- multiplayer broadcast in the local network
ip: 10.*.*.* and 192.168.*.*
@ -28,7 +30,3 @@ $Id: TODO,v 1.25 2003/12/24 02:38:15 stpohle Exp $
- we need some more sound for picking up items.
- ranking system, done by the bomberclonemserv
About BC CVS Problem.. trying with
" cvs update -PAd .. "

@ -1,4 +1,4 @@
/* $Id: network.c,v 1.46 2003/12/24 02:38:16 stpohle Exp $ */
/* $Id: network.c,v 1.47 2003/12/26 16:55:35 stpohle Exp $ */
/*
network routines.
*/
@ -537,7 +537,7 @@ net_game_send_player (int p_nr)
if (GT_MP_PTPM) {
for (p = 0; p < MAX_PLAYERS; p++)
if (!PS_IS_aiplayer (players[p].state) && PS_IS_netplayer (players[p].state) && p != bman.p_nr)
if (PS_IS_netplayer (players[p].state) && p != bman.p_nr)
send_playerdata (&players[p].net.addr, p_nr, &players[p_nr]);
}
else if (p_nr == bman.p_nr) {

@ -497,7 +497,7 @@ player_died (_player * player, signed char dead_by)
player->state &= (0xFF - PSF_alife);
player->dead_by = dead_by;
if (GT_MP)
net_game_send_player (bman.p_nr);
net_game_send_player (player - &players[0]);
snd_play (SND_dead);
};

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