05bda72852
BUG FIXES: * Fixed a segfault in _sc_spill_fill, when no walls were selected and napalm detonated off-screen. Parts of the spill code were not using proper VCS. * Fixed up a quick hack for the ``useless items'' bug. (Turning display of such items off was causing a lockup.) * Fixed some of the long standing roller bugs. * Fixed another roller bug (lockup on direct tank impact). * argument misordering in memcpy() in snetconnect.c * Fixed order for winners/losers first * Call order breakage in sending auto defense shield orders. * Wrong scaling was used in reducing power when life lost. * Return Leap Frogs to reasonable y values before creating children. * Fixed the funky tank placement where some got platforms and some not. (sc_land_avg_height_around() didn't always get it right) * Fixed potential infinite loop in MORON AI (thanks to Mark Anderson for spotting) * Fixed minor error in console driver; it allowed nonprintable chars * Fixed the buggy allowreturn logic in sactiveconsole.c * Fixed a bug that allowed user to issue commands to AI if the AI spent awhile thinking (this was one heck of a ``feature'' :) Various other changes listed in ChangeLog VS: ----------------------------------------------------------------------
15 lines
467 B
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15 lines
467 B
Text
$NetBSD: patch-aa,v 1.1 2002/02/10 23:43:55 abs Exp $
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--- snet/tcpnet/tn_internal.h.orig Fri Aug 24 21:20:57 2001
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+++ snet/tcpnet/tn_internal.h
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@@ -54,6 +54,10 @@
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#define TN_LEN_RETAIN_OLD 16 /* How many old packets to keep. */
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#define TN_PROTOCOL_TCP 0 /* The socket() id for TCP. */
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+/* Presumably a linux specific flag */
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+#ifndef MSG_NOSIGNAL
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+# define MSG_NOSIGNAL 0
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+#endif
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/* Functions implemented inline. */
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