Fix dumbass animator fucking uninitialized memory
authorhgn <hgodden00@gmail.com>
Tue, 9 Apr 2024 01:14:24 +0000 (02:14 +0100)
committerhgn <hgodden00@gmail.com>
Tue, 9 Apr 2024 01:14:24 +0000 (02:14 +0100)
player_remote.c
player_walk.c

index b08f5eee6e52ddfb45b56839cd5b8e38f8dbef45..5b6aef0e8ac15b83245ee75a0234508fd345c7a4 100644 (file)
@@ -148,7 +148,6 @@ void player_remote_rx_200_300( SteamNetworkingMessage_t *msg )
       }
       
       netmsg_playerframe *frame = msg->m_pData;
-      vg_info( "recv %i from %i.\n", (i32)tmp->inetmsg_id, (i32)frame->client );
 
       if( frame->client >= vg_list_size(netplayers.list) ){
          vg_error( "inetmsg_playerframe: player index out of range\n" );
@@ -159,8 +158,6 @@ void player_remote_rx_200_300( SteamNetworkingMessage_t *msg )
          vg_error( "inetmsg_playerframe: subsystem out of range\n" );
          return;
       }
-      vg_info( "subsystem: %i, sfx: %i.\n", (i32)frame->subsystem, 
-               (i32)frame->sound_effects );
 
       struct interp_buffer *ib = &netplayers.interp_data[ frame->client ];
       struct interp_frame *dest = NULL;
@@ -690,8 +687,11 @@ void render_remote_players( world_instance *world, vg_camera *cam )
       struct network_player *player = &netplayers.list[i];
       if( !player->active || player->isblocked ) continue;
       if( player->active_world != world ) continue;
+
+#if 0
       if( !player->isfriend && 
             (world-world_static.instances == k_world_purpose_hub)) continue;
+#endif
 
       draw_list[draw_list_count ++] = i;
 
index 62aff8ddfe2af0635e61b254422a26d64308036f..b421e42c3ab98305b692d6e42b2d01609419e4ff 100644 (file)
@@ -915,7 +915,8 @@ void player__walk_animate(void){
 }
 
 static void player_walk_pose_sit( struct player_walk_animator *animator,
-                                  player_pose *pose ){
+                                  player_pose *pose )
+{
    mdl_keyframe bpose[32];
 
    struct player_walk *w = &player_walk;
@@ -1037,7 +1038,9 @@ void player__walk_pose( void *_animator, player_pose *pose ){
 
    /* sit */
    if( (animator->activity == k_walk_activity_sit) ||
-       (animator->activity == k_walk_activity_sit_up) ){
+       (animator->activity == k_walk_activity_sit_up) )
+   {
+      skeleton_copy_pose( sk, apose, pose->keyframes );
       player_walk_pose_sit( animator, pose );
    }
    else if( animator->activity == k_walk_activity_odrop_in ){