get this to actually run in a netgame
capping to 32 now because netsync breaks with more players
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2 changed files with 4 additions and 4 deletions
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@ -189,7 +189,7 @@ extern char logfilename[1024];
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// The maximum number of players, multiplayer/networking.
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// NOTE: it needs more than this to increase the number of players...
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#define MAXPLAYERS 43 // 42 + host slot
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#define MAXPLAYERS 32 // 32 + host slot
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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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@ -206,7 +206,7 @@ extern char logfilename[1024];
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#define ENCOREFADECOLOR 209 // 122
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// the highest number of playerinfo entries we can fit into a single packet
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#define MAXPLAYERINFO 42
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#define MAXPLAYERINFO 32
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// State updates, number of tics / second.
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// NOTE: used to setup the timer rate, see I_StartupTimer().
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@ -22,10 +22,10 @@
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/// \def MAXPACKETLENGTH
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/// For use in a LAN
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#define MAXPACKETLENGTH 1450
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#define MAXPACKETLENGTH 2048
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/// \def INETPACKETLENGTH
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/// For use on the internet
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#define INETPACKETLENGTH 1024
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#define INETPACKETLENGTH 1450
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#define NO_BAN_TIME (time_t)(-1)
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