called when the map is loaded and we should init for a new round
| 444 | |
| 445 | // called when the map is loaded and we should init for a new round |
| 446 | void CClient::OnEnterGame(bool Dummy) |
| 447 | { |
| 448 | // reset input |
| 449 | for(int i = 0; i < 200; i++) |
| 450 | { |
| 451 | m_aInputs[Dummy][i].m_Tick = -1; |
| 452 | } |
| 453 | m_aCurrentInput[Dummy] = 0; |
| 454 | |
| 455 | // reset snapshots |
| 456 | m_aapSnapshots[Dummy][SNAP_CURRENT] = nullptr; |
| 457 | m_aapSnapshots[Dummy][SNAP_PREV] = nullptr; |
| 458 | m_aSnapshotStorage[Dummy].PurgeAll(); |
| 459 | m_aReceivedSnapshots[Dummy] = 0; |
| 460 | m_aSnapshotParts[Dummy] = 0; |
| 461 | m_aSnapshotIncomingDataSize[Dummy] = 0; |
| 462 | m_SnapCrcErrors = 0; |
| 463 | // Also make gameclient aware that snapshots have been purged |
| 464 | GameClient()->InvalidateSnapshot(); |
| 465 | |
| 466 | // reset times |
| 467 | m_aAckGameTick[Dummy] = -1; |
| 468 | m_aCurrentRecvTick[Dummy] = 0; |
| 469 | m_aPrevGameTick[Dummy] = 0; |
| 470 | m_aCurGameTick[Dummy] = 0; |
| 471 | m_aGameIntraTick[Dummy] = 0.0f; |
| 472 | m_aGameTickTime[Dummy] = 0.0f; |
| 473 | m_aGameIntraTickSincePrev[Dummy] = 0.0f; |
| 474 | m_aPredTick[Dummy] = 0; |
| 475 | m_aPredIntraTick[Dummy] = 0.0f; |
| 476 | m_aGameTime[Dummy].Init(0); |
| 477 | m_PredictedTime.Init(0); |
| 478 | |
| 479 | if(!Dummy) |
| 480 | { |
| 481 | m_LastDummyConnectTime = 0.0f; |
| 482 | } |
| 483 | |
| 484 | GameClient()->OnEnterGame(); |
| 485 | } |
| 486 | |
| 487 | void CClient::EnterGame(int Conn) |
| 488 | { |
no test coverage detected