From 328aca3d2885c0ca7925712152fdd29969bb0b5c Mon Sep 17 00:00:00 2001 From: NepDisk Date: Mon, 15 Dec 2025 10:40:59 -0500 Subject: [PATCH] Revert "Try to fix P_LookForPlayers lock up on empty servers" I did a better fix and this does nothing but break player 32 This reverts commit d621a0f0c438c8d6eba7baadb4b5cc7d2b692f4d. --- src/doomdef.h | 1 - src/p_enemy.c | 4 ++-- src/p_mobj.c | 4 ++-- 3 files changed, 4 insertions(+), 5 deletions(-) diff --git a/src/doomdef.h b/src/doomdef.h index 496178323..4fe1158c8 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -196,7 +196,6 @@ extern char logfilename[1024]; // NOTE: it needs more than this to increase the number of players... #define MAXPLAYERS 32 // 32 + host slot -#define PLAYERSMASK (MAXPLAYERS-1) #define MAXPLAYERNAME 21 #define MAXSPLITSCREENPLAYERS 4 // Max number of players on a single computer #define MAXGAMEPADS (MAXSPLITSCREENPLAYERS * 2) // Number of gamepads we'll be allowing diff --git a/src/p_enemy.c b/src/p_enemy.c index e2869680a..233469e6e 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -452,7 +452,7 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed actor->lastlook %= MAXPLAYERS; - stop = (actor->lastlook - 1) % PLAYERSMASK; + stop = (actor->lastlook - 1) % MAXPLAYERS; // No players? Don't bother. for (i = 0; i < MAXPLAYERS; i++) @@ -466,7 +466,7 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed if (!pcount) return false; - for (; ; actor->lastlook = (actor->lastlook + 1) % PLAYERSMASK) + for (; ; actor->lastlook = (actor->lastlook + 1) % MAXPLAYERS) { // done looking if (actor->lastlook == stop) diff --git a/src/p_mobj.c b/src/p_mobj.c index 12abec39b..3f0b3a765 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -4278,7 +4278,7 @@ boolean P_BossTargetPlayer(mobj_t *actor, boolean closest) // first time init, this allow minimum lastlook changes if (actor->lastlook < 0) actor->lastlook = P_RandomByte(); - actor->lastlook %= PLAYERSMASK; + actor->lastlook %= MAXPLAYERS; // No players? Don't bother. for (i = 0; i < MAXPLAYERS; i++) @@ -4292,7 +4292,7 @@ boolean P_BossTargetPlayer(mobj_t *actor, boolean closest) if (!pcount) return false; - for( ; ; actor->lastlook = (actor->lastlook+1) % PLAYERSMASK) + for( ; ; actor->lastlook = (actor->lastlook+1) % MAXPLAYERS) { // save the first look so we stop next time. if (stop < 0)