Le Mercredi 7 Septembre 2005 07:49, Mark Wedel a écrit : > David Delbecq wrote: > > Le Mardi 6 Septembre 2005 09:38, Mark Wedel a écrit : > > > > > You don't get it, i meant, use the old code for that :) It's working so why change it. > > Your problem is to get old client to receive old style message. Aswar is easy, call > > old functions :) > > Yes, but right now if you look at MapSpace function, it has definitions for > what is on the different layers, and is coded for those 3 layers. > > If we go to 10 layers, I don't want to have to have something like: > > struct MapSpace { > object *old_faces[OLD_MAP_LAYERS] > object *faces[MAP_LAYERS] > } Yes, you are right, i forgot layers were stored in maps and not in player socket (is it really efficient to store it in map btw?) > > As that is just begging to get cleaned up at a later point. I'd much rather > just have the new data, and have the send code pull out the appropriate > information instead of having those double arrays (the new code also in a sense > simplifies the update_position() function). > > So what probably really happens is that to some degree, the logic in > update_position that determines the faces gets moved to the client logic. > > At some point in the future, support for this old protocl method goes away. > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire > >