Added the basis for ScreenNetEvaluation. It doesn't ACTUALLY do anything

yet, but this will make it easier to work on by committing it.
This commit is contained in:
Charles Lohr
2004-08-31 15:44:19 +00:00
parent ed80b87f3e
commit 7434ab383b
7 changed files with 45 additions and 11 deletions
+11 -6
View File
@@ -333,17 +333,17 @@ void NetworkSyncManager::StartRequest(short position)
m_packet.ClearPacket();
m_packet.Write1(3 );
m_packet.Write1( 3 );
unsigned char ctr=0;
Steps * tSteps;
tSteps = g_CurStageStats.vpSteps[PLAYER_1].back();
if (tSteps!=NULL)
tSteps = GAMESTATE->m_pCurSteps[PLAYER_1];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_1)))
ctr = uint8_t(ctr+tSteps->GetMeter()*16);
tSteps = g_CurStageStats.vpSteps[PLAYER_2].back();
if (tSteps!=NULL)
tSteps = GAMESTATE->m_pCurSteps[PLAYER_2];
if ((tSteps!=NULL) && (GAMESTATE->IsPlayerEnabled(PLAYER_2)))
ctr = uint8_t(ctr+tSteps->GetMeter());
m_packet.Write1(ctr);
@@ -491,7 +491,12 @@ void NetworkSyncManager::ProcessInput()
case 1: //These are in responce to when/if we send packet 0's
case 2: //This is already taken care of by the blocking code earlier on
case 3: //This is taken care of by the blocking start code
case 4: //Undefined
break;
case 4:
{
}
break;
case 5: //Scoreboard Update
{ //Ease scope
int ColumnNumber=m_packet.Read1();