Try to fix P_LookForPlayers lock up on empty servers
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3 changed files with 5 additions and 4 deletions
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@ -192,6 +192,7 @@ extern char logfilename[1024];
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// NOTE: it needs more than this to increase the number of players...
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#define MAXPLAYERS 32 // 32 + host slot
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#define PLAYERSMASK (MAXPLAYERS-1)
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#define MAXPLAYERNAME 21
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#define MAXSPLITSCREENPLAYERS 4 // Max number of players on a single computer
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#define MAXGAMEPADS (MAXSPLITSCREENPLAYERS * 2) // Number of gamepads we'll be allowing
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@ -451,9 +451,9 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed
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actor->lastlook %= MAXPLAYERS;
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stop = (actor->lastlook - 1) % MAXPLAYERS;
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stop = (actor->lastlook - 1) % PLAYERSMASK;
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for (; ; actor->lastlook = (actor->lastlook + 1) % MAXPLAYERS)
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for (; ; actor->lastlook = (actor->lastlook + 1) % PLAYERSMASK)
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{
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// done looking
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if (actor->lastlook == stop)
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@ -4276,9 +4276,9 @@ boolean P_BossTargetPlayer(mobj_t *actor, boolean closest)
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// first time init, this allow minimum lastlook changes
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if (actor->lastlook < 0)
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actor->lastlook = P_RandomByte();
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actor->lastlook %= MAXPLAYERS;
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actor->lastlook %= PLAYERSMASK;
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for( ; ; actor->lastlook = (actor->lastlook+1) % MAXPLAYERS)
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for( ; ; actor->lastlook = (actor->lastlook+1) % PLAYERSMASK)
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{
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// save the first look so we stop next time.
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if (stop < 0)
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