forked from speed-dreams/speed-dreams-code
fixed race time problem that causes network play to work incorrectly
git-svn-id: https://svn.code.sf.net/p/speed-dreams/code/trunk@2556 30fe4595-0a0c-4342-8851-515496e4dcbd Former-commit-id: 410197fc82386ecac5b9d6e3af954741271f193c Former-commit-id: 4a07d1ee4f1490063fa2a3f7234f29a4fb5a42b7
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parent
366a5eb78f
commit
c8e0787392
2 changed files with 9 additions and 1 deletions
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@ -1019,7 +1019,8 @@ ReOneStep(double deltaTimeIncrement)
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if (s->currentTime < -2.0)
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{
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sprintf(buf,"Race will start in %i seconds", -s->currentTime);
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int t = -s->currentTime;
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sprintf(buf,"Race will start in %i seconds", t);
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ReRaceBigMsgSet(buf, 1.0);
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}
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}
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@ -124,6 +124,9 @@ ReStateManage(void)
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mode = ReRaceStart();
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if (GetNetwork())
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{
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float f = GfTimeClock();
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float rs = GetNetwork()->GetRaceStartTime();
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ReInfo->s->currentTime = GfTimeClock() - GetNetwork()->GetRaceStartTime();
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GetNetwork()->RaceInit(ReInfo->s);
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GetNetwork()->SetRaceActive(true);
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}
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@ -136,7 +139,11 @@ ReStateManage(void)
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case RE_STATE_NETWORK_WAIT:
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if (!WaitForNetwork())
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{
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ReInfo->_reState = RE_STATE_RACE;
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ReSetRaceBigMsg("");
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break;
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}
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if (GetNetwork())
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{
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