Remove the input delay setting and players being away

Neither does anything with the server running the games. Counting down to play
again moves into the match, so the server and every player agree on it and the
results show it starting again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shweetandClaude Opus 5.5 committed 2026-11-08 02:21:57 -05:00
1 parent 3b65cb575f
commit 56af1c357c
8 files changed
+30 -51

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@@ -18,7 +18,6 @@
#include "ui.h"
constexpr float PVP_OFF_SHADE = 0.4f;
constexpr float AWAY_SHADE = 0.2f;
// Every manager in one place, so systems can reach each other through a single reference.
// Devices say which input plays each fighter on this screen (none for bots). Sim is the game being
@@ -82,9 +81,6 @@ struct Game
return color >= 0 ? PALETTE[color] : WHITE;
}
Color color = PALETTE[sim.match.colors[fighter]];
// Away playing a queued game, a fighter stands faded in the lobby.
if (sim.match.state == MATCH_PRACTICE && sim.match.isAway[fighter] && !isPlain)
return color_shade(color, AWAY_SHADE);
bool isHostile = sim.fighters[fighter].isPvp && sim.fighters[local].isPvp;
bool isPeaceful = !isPlain && fighter != local && sim.match.state == MATCH_PRACTICE && !isHostile;
return isPeaceful ? color_shade(color, PVP_OFF_SHADE) : color;