Fixed major steps counting bug in server. Removed unneeded commented code.
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@@ -526,18 +526,7 @@ void NetworkSyncManager::ProcessInput()
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for (int i=0;i<PlayersInPack; i++)
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for (int j=0;j<NETNUMTAPSCORES;j++) {
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m_EvalPlayerData[i].tapScores[j] = m_packet.Read2();
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// m_EvalPlayerData[i].tapScores[0] = 0;
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// m_EvalPlayerData[i].tapScores[1] = 1;
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// m_EvalPlayerData[i].tapScores[2] = 2;
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// m_EvalPlayerData[i].tapScores[3] = 3;
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// m_EvalPlayerData[i].tapScores[4] = 4;
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// m_EvalPlayerData[i].tapScores[5] = 5;
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// m_EvalPlayerData[i].tapScores[6] = 6;
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// m_EvalPlayerData[i].tapScores[7] = 7;
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}
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}
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break;
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case 5: //Scoreboard Update
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@@ -2,6 +2,7 @@
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*/
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#include "NetworkSyncServer.h"
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#include "RageLog.h"
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LanPlayer::LanPlayer() {
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score = 0;
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@@ -240,24 +241,31 @@ void StepManiaLanServer::GameOver(PacketFunctions &Packet, int clientNum) {
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Reply.ClearPacket();
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Reply.Write1( 4+128 );
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Reply.Write1(numPlayers);
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//I can't get the following area to work with out the {}.
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for (int x = 0; x < numPlayers; x++) {
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Reply.Write4(playersPtr[x]->score);
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// LOG->Info("SCORE: %d", playersPtr[x]->score);
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}
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for (int x = 0; x < numPlayers; x++) {
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Reply.Write1(playersPtr[x]->projgrade);
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// LOG->Info("Grade: %d", playersPtr[x]->projgrade);
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}
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for (int x = 0; x < numPlayers; x++) {
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Reply.Write1(playersPtr[x]->diff);
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// LOG->Info("Diff: %d", playersPtr[x]->diff);
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}
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for (int x = 0; x < numPlayers; x++) {
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for (int y = 6; y >= 0; y--) {
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for (int y = 6; y >= 1; y--) {
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//Dont send NoGoods
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//Send in reverse
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Reply.Write2(playersPtr[x]->steps[y]);
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// LOG->Info("step %d: %d", y, playersPtr[x]->steps[y]);
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}
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Reply.Write2(playersPtr[x]->steps[8]); //Tack on OK
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}
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for (int x = 0; x < numPlayers; x++) {
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Reply.Write2(playersPtr[x]->maxCombo);
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// LOG->Info("MaxCombo: %d", playersPtr[x]->maxCombo);
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}
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SendNetPacket(clientNum, (char*)Reply.Data, Reply.Position);
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}
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@@ -25,12 +25,12 @@ class LanPlayer {
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int projgrade;
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int combo;
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int currstep;
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int steps[8];
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int steps[9];
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int maxCombo;
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int Grade;
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int offset;
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int PlayerID;
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char diff;
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int diff;
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LanPlayer();
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private:
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};
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