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Multiplayer: When updating remote player tile ensures that it's free

pull/5938/head
obligaron 3 years ago committed by Anders Jenbo
parent
commit
04b66114f2
  1. 2
      Source/multi.cpp

2
Source/multi.cpp

@ -641,7 +641,7 @@ void multi_process_network_packets()
player._pBaseDex = pkt->bdex;
if (!cond && player.plractive && player._pHitPoints != 0) {
if (player.isOnActiveLevel() && !player._pLvlChanging) {
if (player.position.tile.WalkingDistance(syncPosition) > 3 && dPlayer[pkt->px][pkt->py] == 0) {
if (player.position.tile.WalkingDistance(syncPosition) > 3 && PosOkPlayer(player, syncPosition)) {
// got out of sync, clear the tiles around where we last thought the player was located
FixPlrWalkTags(player);

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