[Server] Stop resending attacks because they cause infinite death loops

coverity_scan^2
David Cernat 8 years ago
parent ca0b1a8813
commit 96d01fcde4

@ -188,7 +188,6 @@ void Networking::processPlayerPacket(RakNet::Packet *packet)
playerController->GetPacket(ID_PLAYER_SKILL)->Send(other, pl->guid);
playerController->GetPacket(ID_PLAYER_POS)->Send(other, pl->guid);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->Send(other, pl->guid);
playerController->GetPacket(ID_PLAYER_ATTACK)->Send(other, pl->guid);
playerController->GetPacket(ID_PLAYER_DRAWSTATE)->Send(other, pl->guid);
playerController->GetPacket(ID_PLAYER_DYNAMICSTATS)->Send(pl, other->guid);
@ -196,7 +195,6 @@ void Networking::processPlayerPacket(RakNet::Packet *packet)
playerController->GetPacket(ID_PLAYER_SKILL)->Send(pl, other->guid);
playerController->GetPacket(ID_PLAYER_POS)->Send(pl, other->guid);
playerController->GetPacket(ID_PLAYER_EQUIPMENT)->Send(pl, other->guid);
playerController->GetPacket(ID_PLAYER_ATTACK)->Send(pl, other->guid);
playerController->GetPacket(ID_PLAYER_DRAWSTATE)->Send(pl, other->guid);
});

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