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lap timing publish and store, username store in db
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_load.c
diff --git
a/world_load.c
b/world_load.c
index ee7df7da6409fd8948041b7c681f9130e637ccdf..70ca783137dcc48751ec4851696562658c130199 100644
(file)
--- a/
world_load.c
+++ b/
world_load.c
@@
-8,11
+8,13
@@
#include "addon.h"
#include "save.h"
#include "vg/vg_msg.h"
#include "addon.h"
#include "save.h"
#include "vg/vg_msg.h"
+#include "network.h"
+#include "player_remote.h"
/*
* load the .mdl file located in path as a world instance
*/
/*
* load the .mdl file located in path as a world instance
*/
-
VG_STATIC
void world_instance_load_mdl( u32 instance_id, const char *path ){
+
static
void world_instance_load_mdl( u32 instance_id, const char *path ){
vg_rand_seed( 9001 );
world_instance *world = &world_static.instances[ instance_id ];
vg_rand_seed( 9001 );
world_instance *world = &world_static.instances[ instance_id ];
@@
-107,10
+109,8
@@
struct world_load_complete_data{
static void skaterift_world_load_done( void *payload, u32 size ){
struct world_load_complete_data *data = payload;
static void skaterift_world_load_done( void *payload, u32 size ){
struct world_load_complete_data *data = payload;
- vg_msg sav = {0};
- sav.buf = data->save.buf;
- sav.len = data->save.len;
- sav.max = data->save.len;
+ vg_msg sav;
+ vg_msg_init( &sav, data->save.buf, data->save.len );
for( u32 i=0; i<data->instance_count; i++ ){
world_instance *world = &world_static.instances[ data->instance_start+i ];
for( u32 i=0; i<data->instance_count; i++ ){
world_instance *world = &world_static.instances[ data->instance_start+i ];
@@
-291,6
+291,8
@@
static void skaterift_change_world_start( addon_reg *reg ){
}
world_static.addon_client = reg;
}
world_static.addon_client = reg;
+ network_send_item( k_netmsg_playeritem_world1 );
+ relink_all_remote_player_worlds();
}
}
}
}
@@
-393,7
+395,7
@@
static void world_free( world_instance *world )
* reset the world structure without deallocating persistent buffers
* TODO: Make this a memset(0), and have persistent items live in a static loc
*/
* reset the world structure without deallocating persistent buffers
* TODO: Make this a memset(0), and have persistent items live in a static loc
*/
-
VG_STATIC
void world_init_blank( world_instance *world )
+
static
void world_init_blank( world_instance *world )
{
memset( &world->meta, 0, sizeof(mdl_context) );
{
memset( &world->meta, 0, sizeof(mdl_context) );