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* Implement display actor override for multiplayer extension Add displayActorIndex to the multiplayer protocol, allowing players to choose any of the 66 character models from g_actorInfoInit via the multiplayer:actor INI setting. The visual display is decoupled from the gameplay actor ID while maintaining backward compatibility. - Protocol: Add displayActorIndex field to PlayerStateMsg and validation helpers - RemotePlayer: Use display actor name for cloning instead of actorId - NetworkManager: Broadcast/handle displayActorIndex, respawn on display change - ThirdPersonCamera: Create/manage display clone ROI for local player override - INI: Read multiplayer:actor setting and resolve to g_actorInfoInit index * Use array syntax for INI option access in display actor setup Consistent with how relayUrl and room are read from options. * Fix display actor ROI handling in 3rd person camera - Fix direction flip targeting display clone instead of native ROI in Disable(), ReinitForCharacter(), and OnCamAnimEnd(). The native ROI is the source of truth for TransformPointOfView and Tick() sync. - Fix use-after-free: DestroyDisplayClone() now nulls m_playerROI when it points to the destroyed clone, preventing dangling pointer access in BuildRideAnimation after a 3rd→1st→3rd person toggle on a vehicle. - Recreate display clone in ReinitForCharacter() vehicle branch. - Extract EnsureDisplayROI() helper to deduplicate clone setup pattern. - Move IsValidDisplayActorIndex() to charactercloner.h, replacing magic number 66 with sizeOfArray(g_actorInfoInit). * Remove display actors plan document |
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| .. | ||
| platforms/emscripten | ||
| server | ||
| animutils.cpp | ||
| charactercloner.cpp | ||
| networkmanager.cpp | ||
| protocol.cpp | ||
| remoteplayer.cpp | ||
| thirdpersoncamera.cpp | ||
| worldstatesync.cpp | ||