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CHostState improvements
Mapped out all members, also fixed the initialization of members. Some fields were never getting initialized, and m_iCurrentState was initialized improperly.
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@ -194,13 +194,18 @@ FORCEINLINE void CHostState::Init(void)
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}
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}
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m_flShortFrameTime = 1.0f;
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m_bActiveGame = false;
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m_bRememberLocation = false;
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m_bBackgroundLevel = false;
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m_bWaitingForConnection = false;
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m_levelName[0] = 0;
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m_landMarkName[0] = 0;
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m_mapGroupName[0] = 0;
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m_nSplitScreenPlayers = 256;
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m_bSplitScreenConnect = false;
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m_bGameHasShutDownAndFlushedMemory = true;
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m_vecLocation.Init();
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m_angLocation.Init();
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m_iCurrentState = HostStates_t::HS_NEW_GAME;
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m_iServerState = HostStates_t::HS_NEW_GAME;
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}
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//-----------------------------------------------------------------------------
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@ -357,8 +362,8 @@ FORCEINLINE void CHostState::State_NewGame(void)
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DevMsg(eDLL_T::ENGINE, "%s: Loading level: '%s'\n", __FUNCTION__, g_pHostState->m_levelName);
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LARGE_INTEGER time{};
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uint16_t nSplitScreenPlayers = m_nSplitScreenPlayers;
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m_nSplitScreenPlayers = 0;
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bool bSplitScreenConnect = m_bSplitScreenConnect;
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m_bSplitScreenConnect = 0;
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#ifndef CLIENT_DLL
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if (!g_pServerGameClients) // Init Game if it ain't valid.
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{
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@ -368,7 +373,7 @@ FORCEINLINE void CHostState::State_NewGame(void)
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#ifndef CLIENT_DLL
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if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
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|| !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, nSplitScreenPlayers, time) || !g_pServerGameClients)
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|| !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, bSplitScreenConnect, time) || !g_pServerGameClients)
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: Level not valid\n", __FUNCTION__);
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#ifndef DEDICATED
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@ -45,7 +45,9 @@ public:
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bool m_bRememberLocation; //0x0265
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bool m_bBackgroundLevel; //0x0266
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bool m_bWaitingForConnection; //0x0267
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uint16_t m_nSplitScreenPlayers; //0x0268
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bool m_bSplitScreenConnect; //0x0268
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bool m_bGameHasShutDownAndFlushedMemory; //0x0269
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HostStates_t m_iServerState; //0x026C
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};
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/* ==== CHOSTSTATE ====================================================================================================================================================== */
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