Fix false positive desync when changing map during network play

This commit is contained in:
ζeh Matt 2019-05-11 18:27:09 +02:00 committed by Michael Steenbeek
parent cedbd8ce7f
commit 1f6c7c9942
1 changed files with 1 additions and 0 deletions

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@ -2643,6 +2643,7 @@ void Network::Client_Handle_MAP([[maybe_unused]] NetworkConnection& connection,
{
game_load_init();
game_command_queue.clear();
_serverTickData.clear();
server_tick = gCurrentTicks;
// window_network_status_open("Loaded new map from network");
_desynchronised = false;