static void post_sync(GameState* gs) { std::vector<PlayerDataEntry>& pdes = gs->player_data().all_players(); for (int i = 0; i < pdes.size(); i++) { PlayerDataEntry& pde = pdes[i]; pde.action_queue.clear(); pde.action_queue.queue_actions_for_frame(ActionQueue(), gs->frame()); pde.player()->actions_set() = true; } }
static void post_sync(GameState* gs) { std::vector<PlayerDataEntry>& pdes = gs->player_data().all_players(); for (int i = 0; i < pdes.size(); i++) { PlayerDataEntry& pde = pdes[i]; pde.action_queue.clear(); pde.action_queue.queue_actions_for_frame(ActionQueue(), gs->frame()); pde.player()->actions_set() = true; gs->for_screens([&](){ if (pde.player()->is_focus_player(gs)) { gs->view().sharp_center_on(pde.player()->ipos()); } }); } }