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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3b65cb575f
commit
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8 files changed
+30
-51
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-12
@@ -33,7 +33,6 @@ constexpr const char* KEY_TRINKET_SLOTS = "trinket_slots";
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constexpr const char* KEY_VOLUME = "volume";
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constexpr const char* KEY_SHAKE = "screenshake";
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constexpr const char* KEY_HUD_AIM = "hud_aim";
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constexpr const char* KEY_INPUT_DELAY = "input_delay";
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constexpr const char* KEY_SERVER_URL = "server_url";
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constexpr const char* KEY_RULES_OPEN = "rules_open";
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constexpr float FOOTER_GAP = 4;
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@@ -294,8 +293,6 @@ void Settings::load(Game& game)
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isSpeedShown = number;
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if (SDL_strcmp(line, KEY_HUD_AIM) == 0)
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isAimShown = number;
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if (SDL_strcmp(line, KEY_INPUT_DELAY) == 0)
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inputDelay = std::clamp(number, 0, INPUT_DELAY_MAX);
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if (SDL_strcmp(line, KEY_COLLISION) == 0)
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isCollisionShown = number;
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if (SDL_strcmp(line, KEY_COLOR) == 0)
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@@ -324,12 +321,12 @@ void Settings::save(Game& game)
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char text[SETTINGS_LENGTH];
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int length = SDL_snprintf(text, sizeof(text),
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"%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=%"
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"d\n%s=%d\n%s=%s\n%s=%d\n",
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"d\n%s=%s\n%s=%d\n",
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KEY_NAME, name, KEY_COLOR, color, KEY_VOLUME, (int)std::round(volume * PERCENT), KEY_MUTE,
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isMuted, KEY_FULLSCREEN, isFullscreen, KEY_VSYNC, isVsync, KEY_WEAPON_SLOTS, weaponSlots,
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KEY_TRINKET_SLOTS, trinketSlots, KEY_COLLISION, isCollisionShown, KEY_SHAKE, isShaking,
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KEY_HUD_DPS, isDpsShown, KEY_HUD_SPEED, isSpeedShown, KEY_HUD_AIM, isAimShown,
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KEY_INPUT_DELAY, inputDelay, KEY_SERVER_URL, serverUrl, KEY_RULES_OPEN, isRulesOpen);
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KEY_SERVER_URL, serverUrl, KEY_RULES_OPEN, isRulesOpen);
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for (int i = 0; i < CONTROL_COUNT; i++)
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{
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Binding binding = game.input.bindings[i];
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@@ -474,12 +471,6 @@ void Settings::draw(Game& game, Rect area, Page& page)
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if (serverUrl[0] == '\0' && !ui.is_active(serverUrl))
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SDL_strlcpy(serverUrl, SERVER_URL_DEFAULT, sizeof(serverUrl));
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}
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if (ui.row_get(page, ROW_HEIGHT, y))
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{
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ui.label_draw(game, "Input Delay", {area.x, y});
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isHudChanged |= ui.number_draw(game, {x, y, NUMBER_WIDTH, WIDGET_HEIGHT}, inputDelay,
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{.min = 0, .max = INPUT_DELAY_MAX, .suffix = " Ticks"});
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}
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if (ui.row_get(page, ROW_HEIGHT, y))
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ui.separator_draw(game, {row.x, y, row.w, row.h}, "Audio");
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@@ -579,7 +570,6 @@ void Settings::defaults_restore(Game& game)
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isDpsShown = fresh.isDpsShown;
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isSpeedShown = fresh.isSpeedShown;
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isAimShown = fresh.isAimShown;
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inputDelay = fresh.inputDelay;
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SDL_strlcpy(serverUrl, fresh.serverUrl, sizeof(serverUrl));
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weaponSlots = fresh.weaponSlots;
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trinketSlots = fresh.trinketSlots;
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