diff options
| author | fusion32 <marcopuzziello@gmail.com> | 2025-07-19 16:44:58 -0300 |
|---|---|---|
| committer | fusion32 <marcopuzziello@gmail.com> | 2025-07-19 16:47:25 -0300 |
| commit | 7b9e7dbbcf1d779419be8f22df812ff523a25450 (patch) | |
| tree | 1ecfaf7f24c59b373b03609598c7203161ffbc8c /src/sending.cc | |
| parent | d359c0af4874534efa810729d47f610a29687e93 (diff) | |
| download | game-7b9e7dbbcf1d779419be8f22df812ff523a25450.tar.gz game-7b9e7dbbcf1d779419be8f22df812ff523a25450.zip | |
fix some critical bugs
Aside from obvious gameplay bugs pretty much everywhere, the
game is finally in a PLAYABLE state. It should be smooth sailing
to get it stable for an initial test server.
Diffstat (limited to 'src/sending.cc')
| -rw-r--r-- | src/sending.cc | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/sending.cc b/src/sending.cc index 3b22cc3..d1cca27 100644 --- a/src/sending.cc +++ b/src/sending.cc @@ -452,7 +452,7 @@ void SendFullScreen(TConnection *Connection){ int ZOffset = (PlayerZ - PointZ); for(int PointX = MinX; PointX <= MaxX; PointX += 1) for(int PointY = MinY; PointY <= MaxY; PointY += 1){ - SendMapPoint(Connection, PointX + ZOffset, PointY + ZOffset, PlayerZ); + SendMapPoint(Connection, PointX + ZOffset, PointY + ZOffset, PointZ); } } SkipFlush(Connection); @@ -506,7 +506,7 @@ void SendRow(TConnection *Connection, int Direction){ int ZOffset = (PlayerZ - PointZ); for(int PointX = MinX; PointX <= MaxX; PointX += 1) for(int PointY = MinY; PointY <= MaxY; PointY += 1){ - SendMapPoint(Connection, PointX + ZOffset, PointY + ZOffset, PlayerZ); + SendMapPoint(Connection, PointX + ZOffset, PointY + ZOffset, PointZ); } } SkipFlush(Connection); @@ -568,7 +568,7 @@ void SendFloors(TConnection *Connection, bool Up){ int ZOffset = (PlayerZ - PointZ); for(int PointX = MinX; PointX <= MaxX; PointX += 1) for(int PointY = MinY; PointY <= MaxY; PointY += 1){ - SendMapPoint(Connection, PointX + ZOffset, PointY + ZOffset, PlayerZ); + SendMapPoint(Connection, PointX + ZOffset, PointY + ZOffset, PointZ); } } SkipFlush(Connection); |
