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author | red-001 <red-001@outlook.ie> | 2018-01-26 15:05:47 +0000 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2018-01-26 16:05:47 +0100 |
commit | 4f688d5616268f0d077b7e925933f54920120da4 (patch) | |
tree | 43a80603fb03623f1a51fcce42b7904203cad113 /src/game.cpp | |
parent | 3a5959ae6b268087709dd64b8e723c42defd5463 (diff) | |
download | minetest-4f688d5616268f0d077b7e925933f54920120da4.tar.gz minetest-4f688d5616268f0d077b7e925933f54920120da4.tar.bz2 minetest-4f688d5616268f0d077b7e925933f54920120da4.zip |
Fix issues with earlier CSM HUD commit (#6940)
The CSM HUD PR caused some strange behavior including aborts due to parts of it using some slightly hacky code, the event refactor changing how events are processed and a minor oversight.
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 17 |
1 files changed, 7 insertions, 10 deletions
diff --git a/src/game.cpp b/src/game.cpp index 55b2f5204..b8d86be47 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -2562,12 +2562,12 @@ void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event, void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam) { LocalPlayer *player = client->getEnv().getLocalPlayer(); + auto hud_server_to_client = client->getHUDTranslationMap(); - u32 id = event->hudadd.id; - - HudElement *e = player->getHud(id); - - if (e != NULL) { + u32 server_id = event->hudadd.server_id; + // ignore if we already have a HUD with that ID + auto i = hud_server_to_client.find(server_id); + if (i != hud_server_to_client.end()) { delete event->hudadd.pos; delete event->hudadd.name; delete event->hudadd.scale; @@ -2579,7 +2579,7 @@ void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam) return; } - e = new HudElement; + HudElement *e = new HudElement; e->type = (HudElementType)event->hudadd.type; e->pos = *event->hudadd.pos; e->name = *event->hudadd.name; @@ -2592,10 +2592,7 @@ void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam) e->offset = *event->hudadd.offset; e->world_pos = *event->hudadd.world_pos; e->size = *event->hudadd.size; - - u32 new_id = player->addHud(e); - //if this isn't true our huds aren't consistent - sanity_check(new_id == id); + hud_server_to_client[server_id] = player->addHud(e); delete event->hudadd.pos; delete event->hudadd.name; |