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engine: client: silently ignore if server didn't sent local player info in delta at spawn
The bug happens somewhere in server, not sure where or how. Remove Host_Error so mods can be played again.
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@ -795,25 +795,14 @@ static void CL_SetupPMove( playermove_t *pmove, const local_state_t *from, const
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pmove->player_index = ps->number - 1;
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// a1ba: workaround bug on old protocol where the server refuse to send
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// our local player in delta. cl.playernum, in theory, must be equal
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// to our local player index anyway
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// a1ba: workaround bug where the server refuse to send our local player in delta
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// cl.playernum, in theory, must be equal to our local player index anyway
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//
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// this might not be a real solution, since everything else will be bogus
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// but we need to properly run prediction and avoid potential memory
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// corruption
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// either debug this, or remove when old protocol will be dropped!!!
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if( pmove->player_index < 0 )
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{
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if( cls.legacymode )
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{
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pmove->player_index = bound( 0, cl.playernum, cl.maxclients - 1 );
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}
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else
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{
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// if this happens, record a demo and send it to a1ba
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Host_Error( "%s: ps->number == %d\n", __func__, ps->number );
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}
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}
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pmove->player_index = bound( 0, cl.playernum, cl.maxclients - 1 );
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pmove->multiplayer = (cl.maxclients > 1);
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pmove->runfuncs = runfuncs;
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