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Multiplayer desync stuff
This commit is contained in:
committed by
Michał Janiszewski
parent
062ab25f95
commit
5d04e5e03e
@@ -1520,9 +1520,6 @@ void Network::Server_Client_Joined(const char* name, const std::string &keyhash,
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format_string(text, STR_MULTIPLAYER_PLAYER_HAS_JOINED_THE_GAME, &player_name);
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chat_history_add(text);
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Server_Send_MAP(&connection);
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// This is needed to synchronise calls to reset sprite order across clients,
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// otherwise connected clients will fall out of sync in simulation.
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game_do_command(0, GAME_COMMAND_FLAG_APPLY, 0, 0, GAME_COMMAND_RESET_SPRITES, 0, 0);
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gNetwork.Server_Send_EVENT_PLAYER_JOINED(player_name);
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Server_Send_GROUPLIST(connection);
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Server_Send_PLAYERLIST();
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