NetPlayClient: Use std::array instead of C arrays for buffers

This commit is contained in:
Lioncash
2016-01-24 23:26:38 -05:00
parent 7304c863a6
commit c434b5b3a9
2 changed files with 17 additions and 7 deletions

View File

@ -311,11 +311,20 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
{
PadMapping map = 0;
GCPadStatus pad;
packet >> map >> pad.button >> pad.analogA >> pad.analogB >> pad.stickX >> pad.stickY >> pad.substickX >> pad.substickY >> pad.triggerLeft >> pad.triggerRight;
packet >> map
>> pad.button
>> pad.analogA
>> pad.analogB
>> pad.stickX
>> pad.stickY
>> pad.substickX
>> pad.substickY
>> pad.triggerLeft
>> pad.triggerRight;
// trusting server for good map value (>=0 && <4)
// Trusting server for good map value (>=0 && <4)
// add to pad buffer
m_pad_buffer[map].Push(pad);
m_pad_buffer.at(map).Push(pad);
}
break;
@ -331,9 +340,9 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
for (unsigned int i = 0; i < size; ++i)
packet >> nw[i];
// trusting server for good map value (>=0 && <4)
// Trusting server for good map value (>=0 && <4)
// add to Wiimote buffer
m_wiimote_buffer[(unsigned)map].Push(nw);
m_wiimote_buffer.at(map).Push(nw);
}
break;