This is a fork of Zandronum used on servers hosted by The Sentinels Playground (TSPG).
|Author||Adam Kaminski <kaminskiadam9@gmai...>|
Fixed: unlagged would also reconcile for bots, causing them to miss shots in online games. Also added a sanity check to make sure that the actor isn't NULL.
|@@ -131,10 +131,12 @@|
|131||131||// Call UNLAGGED_Restore afterwards to restore everything|
|132||132||void UNLAGGED_Reconcile( AActor *actor )|
|134||- //Only do anything if the actor to be reconciled is a player,|
|135||- //it's on a server with unlagged on, and reconciliation is not being blocked|
|136||- if ( !actor->player || (NETWORK_GetState() != NETSTATE_SERVER) || ( zadmflags & ZADF_NOUNLAGGED ) |||
|137||- ( ( actor->player->userinfo.GetClientFlags() & CLIENTFLAGS_UNLAGGED ) == 0 ) || ( reconciliationBlockers > 0 ) )|
|134||+ // [AK] Don't do anything if it's not a server with unlagged or if reconciliation is being blocked.|
|135||+ if (( NETWORK_GetState( ) != NETSTATE_SERVER ) || ( zadmflags & ZADF_NOUNLAGGED ) || ( reconciliationBlockers > 0 ))|
|138||+ // [AK] Don't do anything if the actor isn't a player, is a bot, or if this player disabled unlagged for themselves.|
|139||+ if (( actor == NULL ) || ( actor->player == NULL ) || ( actor->player->bIsBot ) || (( actor->player->userinfo.GetClientFlags( ) & CLIENTFLAGS_UNLAGGED ) == 0 ))|
|140||142||//Something went wrong, reconciliation was attempted when the gamestate|