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@ -889,7 +889,8 @@ void ser_server_to_client(SerState* ser, ServerToClient* s)
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Entity* e = &gs->entities[next_index];
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Entity* e = &gs->entities[next_index];
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e->exists = true;
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e->exists = true;
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ser_entity(ser, gs, e);
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ser_entity(ser, gs, e);
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gs->cur_next_entity = (unsigned int)max(gs->cur_next_entity, next_index + 1);
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unsigned int possible_next_index = (unsigned int)(next_index + 1);
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gs->cur_next_entity = gs->cur_next_entity < possible_next_index ? possible_next_index : gs->cur_next_entity;
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}
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}
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for (size_t i = 0; i < gs->cur_next_entity; i++)
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for (size_t i = 0; i < gs->cur_next_entity; i++)
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{
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{
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@ -1370,7 +1371,7 @@ void process(GameState* gs, float dt)
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Entity* potential_meatbag_to_heal = get_entity(gs, cur->player_who_is_inside_of_me);
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Entity* potential_meatbag_to_heal = get_entity(gs, cur->player_who_is_inside_of_me);
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if (potential_meatbag_to_heal != NULL)
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if (potential_meatbag_to_heal != NULL)
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{
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{
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float energy_to_recharge = min(potential_meatbag_to_heal->damage, PLAYER_ENERGY_RECHARGE_PER_SECOND * dt);
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float energy_to_recharge = fminf(potential_meatbag_to_heal->damage, PLAYER_ENERGY_RECHARGE_PER_SECOND * dt);
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if (possibly_use_energy(gs, e, energy_to_recharge))
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if (possibly_use_energy(gs, e, energy_to_recharge))
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{
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{
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potential_meatbag_to_heal->damage -= energy_to_recharge;
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potential_meatbag_to_heal->damage -= energy_to_recharge;
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