private static void Postfix()
 {
     if (Overload.NetworkManager.IsServer())
     {
         return;
     }
     MPClientShipReckoning.ResetForNewMatch();
 }
Exemplo n.º 2
0
        // when using the new protocol, this object replaces
        // Client.m_PendingPlayerSnapshotMessages
        //public static Queue<NewPlayerSnapshotToClientMessage> m_PendingPlayerSnapshotMessages = new Queue<NewPlayerSnapshotToClientMessage>();

        public static void OnNewPlayerSnapshotToClient(NetworkMessage msg)
        {
            if (NetworkMatch.GetMatchState() == MatchState.PREGAME || NetworkMatch.InGameplay())
            {
                NewPlayerSnapshotToClientMessage item = msg.ReadMessage <NewPlayerSnapshotToClientMessage>();
                MPClientShipReckoning.AddNewPlayerSnapshot(item);
            }
        }
 static bool Prefix()
 {
     // This function is called once per frame from Client.Update()
     if (Overload.NetworkManager.IsServer() || (NetworkMatch.m_match_state != MatchState.PLAYING && NetworkMatch.m_match_state != MatchState.POSTGAME))
     {
         // no need to move ships around
         return(false);
     }
     MPClientShipReckoning.updatePlayerPositions();
     return(false);
 }
Exemplo n.º 4
0
 public static bool Prefix(NetworkMessage msg)
 {
     if (NetworkMatch.GetMatchState() == MatchState.PREGAME || NetworkMatch.InGameplay())
     {
         PlayerSnapshotToClientMessage    item    = msg.ReadMessage <PlayerSnapshotToClientMessage>();
         NewPlayerSnapshotToClientMessage newItem = new NewPlayerSnapshotToClientMessage {
             m_num_snapshots    = item.m_num_snapshots,
             m_server_timestamp = 0, // Unused.
             m_snapshots        = item.m_snapshots.Select(m => NewPlayerSnapshot.FromOldSnapshot(m)).ToArray()
         };
         MPClientShipReckoning.AddNewPlayerSnapshot(newItem, true);
     }
     return(false);
 }