diff options
-rw-r--r-- | misc.c | 13 | ||||
-rw-r--r-- | network.c | 2 |
2 files changed, 13 insertions, 2 deletions
@@ -15,9 +15,14 @@ static INLINE uint32 ROR(uint32 x, int n) return (x >> n) + (x << ((sizeof(x)*8)-n)); } - +/* Fuck bitch code, most probably one of the loops (tileloop, vehicleloop, etc.) + * doesn't set up/reset _current_player so the normal random below fails #$%@$#! + * The old code below is prune to desyncs because randoms interfere. + * SO FIND THE OFFENDING LOOP AND FIX IT ONCE AND FOR ALL */ +#undef NORMAL_RANDOM // unuseable game, desyncs way too fast uint32 Random() { +#ifdef NORMAL_RANDOM if (_current_player>=MAX_PLAYERS) { uint32 s = _random_seeds[0][0]; uint32 t = _random_seeds[0][1]; @@ -29,6 +34,12 @@ uint32 Random() _player_seeds[_current_player][0] = s + ROR(t ^ 0x1234567F, 7); return _player_seeds[_current_player][1] = ROR(s, 3); } +#else + uint32 s = _random_seeds[0][0]; + uint32 t = _random_seeds[0][1]; + _random_seeds[0][0] = s + ROR(t ^ 0x1234567F, 7); + return _random_seeds[0][1] = ROR(s, 3); +#endif } uint RandomRange(uint max) @@ -353,7 +353,7 @@ static int GetNextSyncFrame() { uint32 newframe; if (_frame_fsync_last == 0) return -5; - newframe = (_frame_fsync_last + 16); + newframe = (_frame_fsync_last + 10); // do not use a multiple of 4 since that screws up sync-packets if ( (newframe + 4) > _frame_counter_max) return -5; return (_frame_counter_max - newframe); |