mirror of
https://github.com/ddnet/ddnet.git
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Merge #1904
1904: Add tune zone prediction r=heinrich5991 a=trml Is enabled with cl_predict_ddrace 1. This will predict tunings loaded from the map the first time tunezones are entered, but will also update the tunes after you receive new tunes while in a tunezone, since it's possible to change them in rcon. Co-authored-by: trml <trml@users.noreply.github.com>
This commit is contained in:
commit
1bf178614f
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@ -331,7 +331,7 @@ MACRO_CONFIG_STR(SvConnLoggingServer, sv_conn_logging_server, 128, "", CFGFLAG_S
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#endif
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MACRO_CONFIG_INT(ClUnpredictedShadow, cl_unpredicted_shadow, 0, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Show unpredicted shadow tee to estimate your delay")
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MACRO_CONFIG_INT(ClPredictDDRace, cl_predict_ddrace, 1, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Predict some DDRace tiles")
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MACRO_CONFIG_INT(ClPredictDDRace, cl_predict_ddrace, 1, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Predict DDRace tiles and tunezones")
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MACRO_CONFIG_INT(ClPredictFreeze, cl_predict_freeze, 1, 0, 2, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Predict freeze tiles (0 = off, 1 = on, 2 = partial (allow a small amount of movement in freeze)")
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MACRO_CONFIG_INT(ClShowNinja, cl_show_ninja, 1, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Show ninja skin")
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MACRO_CONFIG_INT(ClShowHookCollOther, cl_show_hook_coll_other, 1, 0, 1, CFGFLAG_CLIENT|CFGFLAG_SAVE, "Show other players' hook collision line")
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@ -239,6 +239,8 @@ void CGameClient::OnConsoleInit()
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Console()->Register("swap_teams", "", CFGFLAG_SERVER, 0, 0, "Swap the current teams");
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Console()->Register("shuffle_teams", "", CFGFLAG_SERVER, 0, 0, "Shuffle the current teams");
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// register tune zone command to allow the client prediction to load tunezones from the map
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Console()->Register("tune_zone", "i[zone] s[tuning] i[value]", CFGFLAG_CLIENT|CFGFLAG_GAME, ConTuneZone, this, "Tune in zone a variable to value");
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for(int i = 0; i < m_All.m_Num; i++)
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m_All.m_paComponents[i]->m_pClient = this;
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@ -350,6 +352,7 @@ void CGameClient::OnInit()
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m_GameWorld.m_GameTickSpeed = SERVER_TICK_SPEED;
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m_GameWorld.m_pCollision = Collision();
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m_GameWorld.m_pTuningList = m_aTuningList;
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m_pMapimages->SetTextureScale(g_Config.m_ClTextEntitiesSize);
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}
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@ -488,6 +491,7 @@ void CGameClient::OnConnected()
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m_GameWorld.m_WorldConfig.m_InfiniteAmmo = true;
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for(int i = 0; i < MAX_CLIENTS; i++)
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m_aLastWorldCharacters[i].m_Alive = false;
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LoadMapSettings();
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}
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void CGameClient::OnReset()
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@ -2003,7 +2007,12 @@ void CGameClient::UpdatePrediction()
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m_GameWorld.m_WorldConfig.m_InfiniteAmmo = false;
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m_GameWorld.m_WorldConfig.m_IsSolo = !m_Snap.m_aCharacters[m_Snap.m_LocalClientID].m_HasExtendedData && !m_Tuning[g_Config.m_ClDummy].m_PlayerCollision && !m_Tuning[g_Config.m_ClDummy].m_PlayerHooking;
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m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
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// update the tuning/tunezone at the local character position with the latest tunings received before the new snapshot
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int TuneZone = Collision()->IsTune(Collision()->GetMapIndex(vec2(m_Snap.m_pLocalCharacter->m_X, m_Snap.m_pLocalCharacter->m_Y)));
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if(!TuneZone || !m_GameWorld.m_WorldConfig.m_PredictTiles)
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m_GameWorld.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
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else
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m_GameWorld.TuningList()[TuneZone] = m_GameWorld.m_Core.m_Tuning[g_Config.m_ClDummy] = m_Tuning[g_Config.m_ClDummy];
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// restore characters from previously saved ones if they temporarily left the snapshot
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for(int i = 0; i < MAX_CLIENTS; i++)
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@ -2303,3 +2312,60 @@ bool CGameClient::IsOtherTeam(int ClientID)
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return m_Teams.Team(ClientID) != m_Teams.Team(m_Snap.m_LocalClientID);
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}
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void CGameClient::LoadMapSettings()
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{
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// Reset Tunezones
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CTuningParams TuningParams;
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for(int i = 0; i < NUM_TUNEZONES; i++)
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{
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TuningList()[i] = TuningParams;
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TuningList()[i].Set("gun_curvature", 0);
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TuningList()[i].Set("gun_speed", 1400);
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TuningList()[i].Set("shotgun_curvature", 0);
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TuningList()[i].Set("shotgun_speed", 500);
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TuningList()[i].Set("shotgun_speeddiff", 0);
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}
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// Load map tunings
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IMap *pMap = Kernel()->RequestInterface<IMap>();
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int Start, Num;
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pMap->GetType(MAPITEMTYPE_INFO, &Start, &Num);
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for(int i = Start; i < Start + Num; i++)
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{
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int ItemID;
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CMapItemInfoSettings *pItem = (CMapItemInfoSettings *)pMap->GetItem(i, 0, &ItemID);
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int ItemSize = pMap->GetItemSize(i);
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if(!pItem || ItemID != 0)
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continue;
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if(ItemSize < (int)sizeof(CMapItemInfoSettings))
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break;
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if(!(pItem->m_Settings > -1))
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break;
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int Size = pMap->GetDataSize(pItem->m_Settings);
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char *pSettings = (char *)pMap->GetData(pItem->m_Settings);
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char *pNext = pSettings;
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dbg_msg("New tune ","%s", pNext);
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while(pNext < pSettings + Size)
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{
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int StrSize = str_length(pNext) + 1;
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Console()->ExecuteLine(pNext, IConsole::CLIENT_ID_GAME);
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pNext += StrSize;
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}
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pMap->UnloadData(pItem->m_Settings);
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break;
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}
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}
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void CGameClient::ConTuneZone(IConsole::IResult *pResult, void *pUserData)
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{
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CGameClient *pSelf = (CGameClient *)pUserData;
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int List = pResult->GetInteger(0);
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const char *pParamName = pResult->GetString(1);
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float NewValue = pResult->GetFloat(2);
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if(List >= 0 && List < NUM_TUNEZONES)
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pSelf->TuningList()[List].Set(pParamName, NewValue);
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}
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@ -154,6 +154,8 @@ class CGameClient : public IGameClient
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static void ConchainSpecialDummy(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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static void ConchainClTextEntitiesSize(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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static void ConTuneZone(IConsole::IResult *pResult, void *pUserData);
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public:
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IKernel *Kernel() { return IInterface::Kernel(); }
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IEngine *Engine() const { return m_pEngine; }
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@ -467,6 +469,14 @@ private:
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CCharOrder m_CharOrder;
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class CCharacter m_aLastWorldCharacters[MAX_CLIENTS];
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enum
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{
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NUM_TUNEZONES = 256
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};
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void LoadMapSettings();
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CTuningParams m_aTuningList[NUM_TUNEZONES];
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CTuningParams *TuningList() { return &m_aTuningList[0]; }
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};
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ColorRGBA CalculateNameColor(ColorHSLA TextColorHSL);
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@ -87,7 +87,9 @@ void CCharacter::HandleJetpack()
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{
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if (m_Jetpack)
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{
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float Strength = m_LastJetpackStrength;
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float Strength = GetTuning(m_TuneZone)->m_JetpackStrength;
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if(!m_TuneZone)
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Strength = m_LastJetpackStrength;
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TakeDamage(Direction * -1.0f * (Strength / 100.0f / 6.11f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, GetCID(), m_Core.m_ActiveWeapon);
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}
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}
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@ -324,7 +326,7 @@ void CCharacter::FireWeapon()
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else
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Dir = vec2(0.f, -1.f);
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float Strength = Tuning()->m_HammerStrength;
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float Strength = GetTuning(m_TuneZone)->m_HammerStrength;
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vec2 Temp = pTarget->m_Core.m_Vel + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f;
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pTarget->Core()->LimitForce(&Temp);
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@ -365,8 +367,8 @@ void CCharacter::FireWeapon()
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{
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if (!m_Jetpack)
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{
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int Lifetime;
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Lifetime = (int)(GameWorld()->GameTickSpeed()*Tuning()->m_GunLifetime);
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int Lifetime = (int)(GameWorld()->GameTickSpeed()*GetTuning(m_TuneZone)->m_GunLifetime);
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new CProjectile
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(
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GameWorld(),
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@ -388,7 +390,6 @@ void CCharacter::FireWeapon()
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{
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if(GameWorld()->m_WorldConfig.m_IsVanilla)
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{
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int ShotSpread = 2;
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for(int i = -ShotSpread; i <= ShotSpread; ++i)
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{
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@ -396,7 +397,7 @@ void CCharacter::FireWeapon()
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float a = GetAngle(Direction);
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a += Spreading[i+2];
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float v = 1-(absolute(i)/(float)ShotSpread);
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float Speed = mix((float)GameWorld()->Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
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float Speed = mix((float)Tuning()->m_ShotgunSpeeddiff, 1.0f, v);
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new CProjectile
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(
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GameWorld(),
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@ -404,7 +405,7 @@ void CCharacter::FireWeapon()
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GetCID(),//Owner
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ProjStartPos,//Pos
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vec2(cosf(a), sinf(a))*Speed,//Dir
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(int)(GameWorld()->GameTickSpeed()*GameWorld()->Tuning()->m_ShotgunLifetime),//Span
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(int)(GameWorld()->GameTickSpeed()*Tuning()->m_ShotgunLifetime),//Span
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0,//Freeze
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0,//Explosive
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0,//Force
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@ -415,14 +416,16 @@ void CCharacter::FireWeapon()
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}
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else if(GameWorld()->m_WorldConfig.m_IsDDRace)
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{
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float LaserReach = Tuning()->m_LaserReach;
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float LaserReach = GetTuning(m_TuneZone)->m_LaserReach;
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new CLaser(GameWorld(), m_Pos, Direction, LaserReach, GetCID(), WEAPON_SHOTGUN);
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}
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} break;
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case WEAPON_GRENADE:
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{
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int Lifetime = (int)(GameWorld()->GameTickSpeed()*Tuning()->m_GrenadeLifetime);
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int Lifetime = (int)(GameWorld()->GameTickSpeed()*GetTuning(m_TuneZone)->m_GrenadeLifetime);
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new CProjectile
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(
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GameWorld(),
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@ -441,7 +444,8 @@ void CCharacter::FireWeapon()
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case WEAPON_RIFLE:
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{
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float LaserReach = Tuning()->m_LaserReach;
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float LaserReach = GetTuning(m_TuneZone)->m_LaserReach;
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new CLaser(GameWorld(), m_Pos, Direction, LaserReach, GetCID(), WEAPON_RIFLE);
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} break;
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@ -462,7 +466,8 @@ void CCharacter::FireWeapon()
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if(!m_ReloadTimer)
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{
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float FireDelay;
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Tuning()->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
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GetTuning(m_TuneZone)->Get(38 + m_Core.m_ActiveWeapon, &FireDelay);
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m_ReloadTimer = FireDelay * GameWorld()->GameTickSpeed() / 1000;
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}
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}
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@ -886,6 +891,14 @@ void CCharacter::HandleTiles(int Index)
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}
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}
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void CCharacter::HandleTuneLayer()
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{
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int CurrentIndex = Collision()->GetMapIndex(m_Pos);
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m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(CurrentIndex) : 0;
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m_Core.m_pWorld->m_Tuning[g_Config.m_ClDummy] = *GetTuning(m_TuneZone); // throw tunings (from specific zone if in a tunezone) into gamecore
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}
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void CCharacter::DDRaceTick()
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{
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mem_copy(&m_Input, &m_SavedInput, sizeof(m_Input));
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@ -904,6 +917,8 @@ void CCharacter::DDRaceTick()
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if (m_FreezeTime == 1)
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UnFreeze();
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}
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HandleTuneLayer();
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}
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void CCharacter::DDRacePostCoreTick()
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@ -1185,6 +1200,8 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
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m_LastSnapWeapon = pChar->m_Weapon;
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m_Alive = true;
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m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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// set the current weapon
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if(pChar->m_Weapon != WEAPON_NINJA)
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{
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@ -88,6 +88,7 @@ public:
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DISABLE_HIT_RIFLE=8
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};
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int m_Hit;
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int m_TuneZone;
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vec2 m_PrevPos;
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vec2 m_PrevPrevPos;
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int m_TeleCheckpoint;
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@ -207,6 +208,7 @@ private:
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void HandleSkippableTiles(int Index);
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void DDRaceTick();
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void DDRacePostCoreTick();
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void HandleTuneLayer();
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int m_StrongWeakID;
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};
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@ -20,6 +20,7 @@ CLaser::CLaser(CGameWorld *pGameWorld, vec2 Pos, vec2 Direction, float StartEner
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m_TelePos = vec2(0,0);
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m_WasTele = false;
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m_Type = Type;
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m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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GameWorld()->InsertEntity(this);
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DoBounce();
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}
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@ -45,7 +46,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
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{
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vec2 Temp;
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float Strength = GameWorld()->Tuning()->m_ShotgunStrength;;
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float Strength = GetTuning(m_TuneZone)->m_ShotgunStrength;
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if(!g_Config.m_SvOldLaser)
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Temp = pHit->Core()->m_Vel + normalize(m_PrevPos - pHit->Core()->m_Pos) * Strength;
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@ -119,12 +120,12 @@ void CLaser::DoBounce()
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m_Pos = TempPos;
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m_Dir = normalize(TempDir);
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m_Energy -= distance(m_From, m_Pos) + GameWorld()->Tuning()->m_LaserBounceCost;
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m_Energy -= distance(m_From, m_Pos) + GetTuning(m_TuneZone)->m_LaserBounceCost;
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m_Bounces++;
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m_WasTele = false;
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int BounceNum = GameWorld()->Tuning()->m_LaserBounceNum;
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int BounceNum = GetTuning(m_TuneZone)->m_LaserBounceNum;
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if(m_Bounces > BounceNum)
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m_Energy = -1;
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@ -143,7 +144,7 @@ void CLaser::DoBounce()
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void CLaser::Tick()
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{
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float Delay = GameWorld()->Tuning()->m_LaserBounceDelay;
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float Delay = GetTuning(m_TuneZone)->m_LaserBounceDelay;
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if(GameWorld()->m_WorldConfig.m_IsVanilla) // predict old physics on vanilla 0.6 servers
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{
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|
@ -165,8 +166,9 @@ CLaser::CLaser(CGameWorld *pGameWorld, int ID, CNetObj_Laser *pLaser)
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m_From.x = pLaser->m_FromX;
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m_From.y = pLaser->m_FromY;
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m_EvalTick = pLaser->m_StartTick;
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m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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m_Owner = -2;
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m_Energy = pGameWorld->Tuning()->m_LaserReach;
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m_Energy = GetTuning(m_TuneZone)->m_LaserReach;
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if(pGameWorld->m_WorldConfig.m_IsFNG && m_Energy < 10.f)
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m_Energy = 800.0f;
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|
|
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@ -38,6 +38,7 @@ private:
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vec2 m_PrevPos;
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int m_Type;
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int m_TuneZone;
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};
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||||
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#endif
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|
|
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@ -38,6 +38,8 @@ CProjectile::CProjectile
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m_Number = Number;
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m_Freeze = Freeze;
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|
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m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
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GameWorld()->InsertEntity(this);
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||||
}
|
||||
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||||
|
@ -45,22 +47,23 @@ vec2 CProjectile::GetPos(float Time)
|
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{
|
||||
float Curvature = 0;
|
||||
float Speed = 0;
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CTuningParams *pTuning = GetTuning(m_TuneZone);
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||||
|
||||
switch(m_Type)
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{
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case WEAPON_GRENADE:
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Curvature = Tuning()->m_GrenadeCurvature;
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Speed = Tuning()->m_GrenadeSpeed;
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Curvature = pTuning->m_GrenadeCurvature;
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Speed = pTuning->m_GrenadeSpeed;
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break;
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||||
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case WEAPON_SHOTGUN:
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Curvature = Tuning()->m_ShotgunCurvature;
|
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Speed = Tuning()->m_ShotgunSpeed;
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Curvature = pTuning->m_ShotgunCurvature;
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||||
Speed = pTuning->m_ShotgunSpeed;
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||||
break;
|
||||
|
||||
case WEAPON_GUN:
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||||
Curvature = Tuning()->m_GunCurvature;
|
||||
Speed = Tuning()->m_GunSpeed;
|
||||
Curvature = pTuning->m_GunCurvature;
|
||||
Speed = pTuning->m_GunSpeed;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -169,18 +172,19 @@ CProjectile::CProjectile(CGameWorld *pGameWorld, int ID, CNetObj_Projectile *pPr
|
|||
}
|
||||
m_Type = m_Weapon = pProj->m_Type;
|
||||
m_StartTick = pProj->m_StartTick;
|
||||
m_TuneZone = GameWorld()->m_WorldConfig.m_PredictTiles ? Collision()->IsTune(Collision()->GetMapIndex(m_Pos)) : 0;
|
||||
|
||||
int Lifetime = 20 * GameWorld()->GameTickSpeed();
|
||||
m_SoundImpact = -1;
|
||||
if(m_Weapon == WEAPON_GRENADE)
|
||||
{
|
||||
Lifetime = pGameWorld->Tuning()->m_GrenadeLifetime * GameWorld()->GameTickSpeed();
|
||||
Lifetime = GetTuning(m_TuneZone)->m_GrenadeLifetime * GameWorld()->GameTickSpeed();
|
||||
m_SoundImpact = SOUND_GRENADE_EXPLODE;
|
||||
}
|
||||
else if(m_Weapon == WEAPON_GUN)
|
||||
Lifetime = pGameWorld->Tuning()->m_GunLifetime * GameWorld()->GameTickSpeed();
|
||||
Lifetime = GetTuning(m_TuneZone)->m_GunLifetime * GameWorld()->GameTickSpeed();
|
||||
else if(m_Weapon == WEAPON_SHOTGUN && !GameWorld()->m_WorldConfig.m_IsDDRace)
|
||||
Lifetime = pGameWorld->Tuning()->m_ShotgunLifetime * GameWorld()->GameTickSpeed();
|
||||
Lifetime = GetTuning(m_TuneZone)->m_ShotgunLifetime * GameWorld()->GameTickSpeed();
|
||||
m_LifeSpan = Lifetime - (pGameWorld->GameTick() - m_StartTick);
|
||||
m_ID = ID;
|
||||
}
|
||||
|
|
|
@ -59,6 +59,7 @@ private:
|
|||
|
||||
int m_Bouncing;
|
||||
bool m_Freeze;
|
||||
int m_TuneZone;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -40,6 +40,8 @@ public:
|
|||
|
||||
class CGameWorld *GameWorld() { return m_pGameWorld; }
|
||||
CTuningParams *Tuning() { return GameWorld()->Tuning(); }
|
||||
CTuningParams *TuningList() { return GameWorld()->TuningList(); }
|
||||
CTuningParams *GetTuning(int i) { return GameWorld()->GetTuning(i); }
|
||||
class CCollision *Collision() { return GameWorld()->Collision(); }
|
||||
CEntity *TypeNext() { return m_pNextTypeEntity; }
|
||||
CEntity *TypePrev() { return m_pPrevTypeEntity; }
|
||||
|
|
|
@ -281,7 +281,7 @@ void CGameWorld::ReleaseHooked(int ClientID)
|
|||
|
||||
CTuningParams *CGameWorld::Tuning()
|
||||
{
|
||||
return &m_Core.m_Tuning[g_Config.m_ClDummy];
|
||||
return &m_Tuning[g_Config.m_ClDummy];
|
||||
}
|
||||
|
||||
CEntity *CGameWorld::GetEntity(int ID, int EntType)
|
||||
|
@ -518,7 +518,11 @@ void CGameWorld::CopyWorld(CGameWorld *pFrom)
|
|||
m_pCollision = pFrom->m_pCollision;
|
||||
m_WorldConfig = pFrom->m_WorldConfig;
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
m_Core.m_Tuning[i] = pFrom->m_Core.m_Tuning[i];
|
||||
m_Tuning[i] = pFrom->m_Tuning[i];
|
||||
}
|
||||
m_pTuningList = pFrom->m_pTuningList;
|
||||
m_Teams = pFrom->m_Teams;
|
||||
// delete the previous entities
|
||||
for(int i = 0; i < NUM_ENTTYPES; i++)
|
||||
|
|
|
@ -88,6 +88,11 @@ public:
|
|||
CEntity *FindMatch(int ObjID, int ObjType, const void *pObjData);
|
||||
void Clear();
|
||||
|
||||
CTuningParams m_Tuning[2];
|
||||
CTuningParams *m_pTuningList;
|
||||
CTuningParams *TuningList() { return m_pTuningList; }
|
||||
CTuningParams *GetTuning(int i) { return i == 0 ? Tuning() : &TuningList()[i]; }
|
||||
|
||||
private:
|
||||
void RemoveEntities();
|
||||
|
||||
|
|
Loading…
Reference in a new issue