From 0945e220e3a54077d25b8d1cb4bc6c7e2113db1b Mon Sep 17 00:00:00 2001 From: "Sebastian Benjamin (aider)" Date: Tue, 3 Jun 2025 18:48:07 -0700 Subject: [PATCH] fix: correct player state checks in game loop functions --- server/game-modes/battle-royale/game-loop.go | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/server/game-modes/battle-royale/game-loop.go b/server/game-modes/battle-royale/game-loop.go index 10cbb6e..3b7e136 100644 --- a/server/game-modes/battle-royale/game-loop.go +++ b/server/game-modes/battle-royale/game-loop.go @@ -48,6 +48,8 @@ func RespondToInput(lobbyState *MatchState, messages []runtime.MatchData, logger for t := update.Tick; t < tick; t++ { if lobbyState.presences[msg.GetSessionId()].stageState.CheckCollisionState(t) == PLAYER_DEAD { playerSurvives = false + } + } // Set a flag to cancel death if the player survives all ticks if playerSurvives { lobbyState.presences[msg.GetSessionId()].stageState.cancelDeath = true @@ -96,7 +98,7 @@ func BroadcastToPresences(tick int64, lobbyState *MatchState, logger *runtime.Lo v.stageState.DeleteBulletsBeyondKillBoundary(tick) var newBulletsToBroadcast = []map[string]any{} - if v.stageState.CheckDeathState(tick) == PLAYER_ALIVE { + if v.stageState.CheckCollisionState(tick) == PLAYER_ALIVE { newBullets := TestFireBullets(tick) for _, bullet := range newBullets {