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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+2 -12
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@@ -33,7 +33,6 @@ constexpr const char* KEY_TRINKET_SLOTS = "trinket_slots";
constexpr const char* KEY_VOLUME = "volume";
constexpr const char* KEY_SHAKE = "screenshake";
constexpr const char* KEY_HUD_AIM = "hud_aim";
constexpr const char* KEY_INPUT_DELAY = "input_delay";
constexpr const char* KEY_SERVER_URL = "server_url";
constexpr const char* KEY_RULES_OPEN = "rules_open";
constexpr float FOOTER_GAP = 4;
@@ -294,8 +293,6 @@ void Settings::load(Game& game)
isSpeedShown = number;
if (SDL_strcmp(line, KEY_HUD_AIM) == 0)
isAimShown = number;
if (SDL_strcmp(line, KEY_INPUT_DELAY) == 0)
inputDelay = std::clamp(number, 0, INPUT_DELAY_MAX);
if (SDL_strcmp(line, KEY_COLLISION) == 0)
isCollisionShown = number;
if (SDL_strcmp(line, KEY_COLOR) == 0)
@@ -324,12 +321,12 @@ void Settings::save(Game& game)
char text[SETTINGS_LENGTH];
int length = SDL_snprintf(text, sizeof(text),
"%s=%s\n%s=%d\n%s=%d\n%s=%d\n%s=%d\n%s=%d\n%s=%d\n%s=%d\n%s=%d\n%s=%d\n%s=%d\n%s=%d\n%s=%"
"d\n%s=%d\n%s=%s\n%s=%d\n",
"d\n%s=%s\n%s=%d\n",
KEY_NAME, name, KEY_COLOR, color, KEY_VOLUME, (int)std::round(volume * PERCENT), KEY_MUTE,
isMuted, KEY_FULLSCREEN, isFullscreen, KEY_VSYNC, isVsync, KEY_WEAPON_SLOTS, weaponSlots,
KEY_TRINKET_SLOTS, trinketSlots, KEY_COLLISION, isCollisionShown, KEY_SHAKE, isShaking,
KEY_HUD_DPS, isDpsShown, KEY_HUD_SPEED, isSpeedShown, KEY_HUD_AIM, isAimShown,
KEY_INPUT_DELAY, inputDelay, KEY_SERVER_URL, serverUrl, KEY_RULES_OPEN, isRulesOpen);
KEY_SERVER_URL, serverUrl, KEY_RULES_OPEN, isRulesOpen);
for (int i = 0; i < CONTROL_COUNT; i++)
{
Binding binding = game.input.bindings[i];
@@ -474,12 +471,6 @@ void Settings::draw(Game& game, Rect area, Page& page)
if (serverUrl[0] == '\0' && !ui.is_active(serverUrl))
SDL_strlcpy(serverUrl, SERVER_URL_DEFAULT, sizeof(serverUrl));
}
if (ui.row_get(page, ROW_HEIGHT, y))
{
ui.label_draw(game, "Input Delay", {area.x, y});
isHudChanged |= ui.number_draw(game, {x, y, NUMBER_WIDTH, WIDGET_HEIGHT}, inputDelay,
{.min = 0, .max = INPUT_DELAY_MAX, .suffix = " Ticks"});
}
if (ui.row_get(page, ROW_HEIGHT, y))
ui.separator_draw(game, {row.x, y, row.w, row.h}, "Audio");
@@ -579,7 +570,6 @@ void Settings::defaults_restore(Game& game)
isDpsShown = fresh.isDpsShown;
isSpeedShown = fresh.isSpeedShown;
isAimShown = fresh.isAimShown;
inputDelay = fresh.inputDelay;
SDL_strlcpy(serverUrl, fresh.serverUrl, sizeof(serverUrl));
weaponSlots = fresh.weaponSlots;
trinketSlots = fresh.trinketSlots;