Hack to sync ammo over network until we have input replaying + Reload effect from all views

This commit is contained in:
2016-02-12 01:45:54 +01:00
parent 30f454e6a4
commit 5295133311
11 changed files with 171 additions and 71 deletions
+14 -2
View File
@@ -288,7 +288,7 @@ void Server::parseOnInputCommand(Packet& packet)
e.Value = packet.ReadPrimitive<float>();
m_EventBroker->Publish(e);
if (e.Command == "PrimaryFire") {
if (e.Command == "PrimaryFire" || e.Command == "Reload") {
m_InputCommandsToBroadcast.push_back(e);
}
//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
@@ -464,11 +464,23 @@ void Server::parsePlayerTransform(Packet& packet)
orientation.y = packet.ReadPrimitive<float>();
orientation.z = packet.ReadPrimitive<float>();
bool hasAssaultWeapon = packet.ReadPrimitive<bool>();
int magazineAmmo;
int ammo;
if (hasAssaultWeapon) {
magazineAmmo = packet.ReadPrimitive<int>();
ammo = packet.ReadPrimitive<int>();
}
PlayerID playerID = GetPlayerIDFromEndpoint(m_ReceiverEndpoint);
EntityWrapper player(m_World, m_ConnectedPlayers.at(playerID).EntityID);
if (player.Valid()) {
player["Transform"]["Position"] = position;
player["Transform"]["Orientation"] = orientation;
if (hasAssaultWeapon) {
player["AssaultWeapon"]["MagazineAmmo"] = magazineAmmo;
player["AssaultWeapon"]["Ammo"] = ammo;
}
}
}