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>
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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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@@ -202,15 +202,14 @@ public:
char names[MAX_FIGHTERS][PLAYER_NAME_MAX + 1] = {};
bool isReady[MAX_FIGHTERS] = {};
// Online, in the lobby's sandbox: each fighter's queued game, which queue's area it's standing in (-1 for none),
// whether it's readied up there, and whether it's away playing a queued game (faded, and left alone meanwhile).
// and whether it's readied up there.
// In a queued game, whether each fighter has left it (out for good), and whether that was before it was over.
Queue queues[MAX_FIGHTERS];
int queuedIn[MAX_FIGHTERS] = {-1, -1, -1, -1};
bool isQueueReady[MAX_FIGHTERS] = {};
bool isAway[MAX_FIGHTERS] = {};
bool isGone[MAX_FIGHTERS] = {};
bool isForfeited[MAX_FIGHTERS] = {};
// After a queued game, how many ticks everyone's been set to play it again for (see Session).
// After a queued game, how many ticks everyone still in it has been set to play it again for.
int againTicks = 0;
bool isTrinketPick = false;
bool isWeaponPick = false;