diff --git a/server/game-modes/battle-royale/game-loop.go b/server/game-modes/battle-royale/game-loop.go index 6f88fc0..4c97e70 100644 --- a/server/game-modes/battle-royale/game-loop.go +++ b/server/game-modes/battle-royale/game-loop.go @@ -97,7 +97,7 @@ func BroadcastToPresences(tick int64, lobbyState *MatchState, logger *runtime.Lo if err != nil { (*logger).Error("Error marshalling bullet data", err) } else { - reliable := true + reliable := false (*dispatcher).BroadcastMessage(STATE_UPDATE, data, nil, nil, reliable) } } diff --git a/server/game-modes/battle-royale/player-stage.go b/server/game-modes/battle-royale/player-stage.go index e30c2bf..5bfc1ec 100644 --- a/server/game-modes/battle-royale/player-stage.go +++ b/server/game-modes/battle-royale/player-stage.go @@ -4,6 +4,7 @@ import ( "danmaku/ffi" "math" "slices" + "time" ) type PlayerStageState struct { @@ -110,6 +111,7 @@ func (s *PlayerStageState) MakeServerTick(tick int64, serializedNewBullets []map ForcePlayerPos: s.updatePlayerPos, DeathTimer: s.deathTimer, Graze: s.graze, + UTCTime: float64(time.Now().UnixMilli()) / 1000.0, } // When this is called, we want to transmit updatePlayerPos if it's true once and then reset