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pull in project-slippi/Ishiiruka/commit/8f8cd369d55e9c3062cfbffbcd6ac40d04a47da6
remove comparison with game mode enum
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parent
3e48d6965a
commit
0eee0b18aa
1 changed files with 3 additions and 5 deletions
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@ -1828,7 +1828,6 @@ void CEXISlippi::startFindMatch(u8* payload)
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// While we do have another condition that checks characters after being connected, it's nice to
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// While we do have another condition that checks characters after being connected, it's nice to
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// give someone an early error before they even queue so that they wont enter the queue and make
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// give someone an early error before they even queue so that they wont enter the queue and make
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// someone else get force removed from queue and have to requeue
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// someone else get force removed from queue and have to requeue
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auto directMode = SlippiMatchmaking::OnlinePlayMode::DIRECT;
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if (SlippiMatchmaking::IsFixedRulesMode(search.mode))
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if (SlippiMatchmaking::IsFixedRulesMode(search.mode))
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{
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{
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// Character check
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// Character check
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@ -2029,8 +2028,6 @@ void CEXISlippi::prepareOnlineMatchState()
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localPlayerName = p1Name = userInfo.display_name;
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localPlayerName = p1Name = userInfo.display_name;
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}
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}
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auto directMode = SlippiMatchmaking::OnlinePlayMode::DIRECT;
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std::vector<u8> leftTeamPlayers = {};
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std::vector<u8> leftTeamPlayers = {};
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std::vector<u8> rightTeamPlayers = {};
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std::vector<u8> rightTeamPlayers = {};
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@ -2179,9 +2176,10 @@ void CEXISlippi::prepareOnlineMatchState()
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WARN_LOG(SLIPPI_ONLINE, "P1 Char: 0x%X, P2 Char: 0x%X", onlineMatchBlock[0x60],
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WARN_LOG(SLIPPI_ONLINE, "P1 Char: 0x%X, P2 Char: 0x%X", onlineMatchBlock[0x60],
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onlineMatchBlock[0x84]);
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onlineMatchBlock[0x84]);
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// Turn pause on in direct, off in everything else
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// Turn pause off in unranked/ranked, on in other modes
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u8* gameBitField3 = static_cast<u8*>(&onlineMatchBlock[2]);
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u8* gameBitField3 = static_cast<u8*>(&onlineMatchBlock[2]);
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*gameBitField3 = lastSearch.mode >= directMode ? *gameBitField3 & 0xF7 : *gameBitField3 | 0x8;
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*gameBitField3 = SlippiMatchmaking::IsFixedRulesMode(lastSearch.mode) ? *gameBitField3 | 0x8 :
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*gameBitField3 & 0xF7;
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//*gameBitField3 = *gameBitField3 | 0x8;
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//*gameBitField3 = *gameBitField3 | 0x8;
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// Group players into left/right side for team splash screen display
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// Group players into left/right side for team splash screen display
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