Fixed a bug where an input delay was used for non-network games.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2626 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
Meep-Eep
2006-12-19 00:23:42 +00:00
parent fb387f259d
commit 9d33198ba3
+7 -1
View File
@@ -440,7 +440,9 @@ forAllConnectedPlayers(ForAllCallback callback, void *arg) {
bool
setupInputDelay(size_t localInputDelay) {
COUNT player;
size_t inputDelay = localInputDelay;
bool haveNetworkPlayer = false;
// We have at least one network controlled player.
size_t inputDelay = 0;
for (player = 0; player < NUM_PLAYERS; player++)
{
@@ -451,10 +453,14 @@ setupInputDelay(size_t localInputDelay) {
if (!NetConnection_isConnected(conn))
continue;
haveNetworkPlayer = true;
if (NetConnection_getInputDelay(conn) > inputDelay)
inputDelay = NetConnection_getInputDelay(conn);
}
if (haveNetworkPlayer && inputDelay < localInputDelay)
inputDelay = localInputDelay;
setBattleInputDelay(inputDelay);
return true;
}