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Added the Missing Single Tee No Hitting Logic
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959b11b13d
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@ -307,7 +307,7 @@ void CCharacter::FireWeapon()
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m_NumObjectsHit = 0;
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GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE, Teams()->TeamMask(Team()));
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if (!g_Config.m_SvHit) break;
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if (!m_Hit) break;
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CCharacter *apEnts[MAX_CLIENTS];
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int Hits = 0;
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@ -1500,4 +1500,5 @@ void CCharacter::DDRaceInit()
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m_DefEmote = EMOTE_NORMAL;
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m_DefEmoteReset = -1;
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m_TeleCheckpoint = 0;
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m_Hit = g_Config.m_SvHit;
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}
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@ -28,12 +28,12 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
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CCharacter *pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
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CCharacter *pHit;
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if(g_Config.m_SvHit)
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if(pOwnerChar ? pOwnerChar->m_Hit : g_Config.m_SvHit)
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pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, g_Config.m_SvOldLaser || m_Bounces == 0 ? pOwnerChar : 0, m_Owner);
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else
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pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, g_Config.m_SvOldLaser || m_Bounces == 0 ? pOwnerChar : 0, m_Owner, pOwnerChar);
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if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && !g_Config.m_SvHit))
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if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? !pOwnerChar->m_Hit : !g_Config.m_SvHit))
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return false;
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m_From = From;
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m_Pos = At;
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@ -87,14 +87,14 @@ void CProjectile::Tick()
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vec2 NewPos;
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vec2 Speed = CurPos - PrevPos;
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int Collide = GameServer()->Collision()->IntersectLine(PrevPos, CurPos, &ColPos, &NewPos, false);
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CCharacter *OwnerChar = 0;
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CCharacter *pOwnerChar = 0;
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if(m_Owner >= 0)
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OwnerChar = GameServer()->GetPlayerChar(m_Owner);
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pOwnerChar = GameServer()->GetPlayerChar(m_Owner);
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CCharacter *TargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, OwnerChar);
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CCharacter *pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar);
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if(m_LifeSpan > -1)
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m_LifeSpan--;
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@ -103,31 +103,31 @@ void CProjectile::Tick()
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bool isWeaponCollide = false;
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if
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(
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OwnerChar &&
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TargetChr &&
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OwnerChar->IsAlive() &&
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TargetChr->IsAlive() &&
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!TargetChr->CanCollide(m_Owner)
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pOwnerChar &&
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pTargetChr &&
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pOwnerChar->IsAlive() &&
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pTargetChr->IsAlive() &&
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!pTargetChr->CanCollide(m_Owner)
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)
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{
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isWeaponCollide = true;
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//TeamMask = OwnerChar->Teams()->TeamMask( OwnerChar->Team());
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}
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if (OwnerChar && OwnerChar->IsAlive())
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if (pOwnerChar && pOwnerChar->IsAlive())
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{
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TeamMask = OwnerChar->Teams()->TeamMask( OwnerChar->Team());
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TeamMask = pOwnerChar->Teams()->TeamMask( pOwnerChar->Team());
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}
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if( ((TargetChr && (g_Config.m_SvHit || m_Owner == -1 || TargetChr == OwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)//TODO:TEAM
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if( ((pTargetChr && (pOwnerChar ? pOwnerChar->m_Hit : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)//TODO:TEAM
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{
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if(m_Explosive/*??*/ && (!TargetChr || (TargetChr && !m_Freeze)))
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if(m_Explosive/*??*/ && (!pTargetChr || (pTargetChr && !m_Freeze)))
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{
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GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!TargetChr ? -1 : TargetChr->Team()),
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GameServer()->CreateExplosion(ColPos, m_Owner, m_Weapon, m_Owner == -1, (!pTargetChr ? -1 : pTargetChr->Team()),
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(m_Owner != -1)? TeamMask : -1);
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GameServer()->CreateSound(ColPos, m_SoundImpact,
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(m_Owner != -1)? TeamMask : -1);
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}
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else if(TargetChr && m_Freeze && ((m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[TargetChr->Team()]) || m_Layer != LAYER_SWITCH))
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TargetChr->Freeze();
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else if(pTargetChr && m_Freeze && ((m_Layer == LAYER_SWITCH && GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTargetChr->Team()]) || m_Layer != LAYER_SWITCH))
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pTargetChr->Freeze();
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if(Collide && m_Bouncing != 0)
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{
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m_StartTick = Server()->Tick();
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@ -170,12 +170,12 @@ void CProjectile::Snap(int SnappingClient)
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if(NetworkClipped(SnappingClient, GetPos(Ct)))
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return;
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CCharacter * SnapChar = GameServer()->GetPlayerChar(SnappingClient);
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CCharacter* pSnapChar = GameServer()->GetPlayerChar(SnappingClient);
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int Tick = (Server()->Tick()%Server()->TickSpeed())%((m_Explosive)?6:20);
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if (SnapChar && SnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[SnapChar->Team()] && (!Tick)))
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if (pSnapChar && pSnapChar->IsAlive() && (m_Layer == LAYER_SWITCH && !GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pSnapChar->Team()] && (!Tick)))
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return;
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if(SnapChar && m_Owner != -1 && !SnapChar->CanCollide(m_Owner))
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if(pSnapChar && m_Owner != -1 && !pSnapChar->CanCollide(m_Owner))
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return;
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CNetObj_Projectile *pProj = static_cast<CNetObj_Projectile *>(Server()->SnapNewItem(NETOBJTYPE_PROJECTILE, m_ID, sizeof(CNetObj_Projectile)));
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@ -160,12 +160,12 @@ void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamag
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l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
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float Dmg = 6 * l;
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if((int)Dmg)
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if((g_Config.m_SvHit||NoDamage) || Owner == apEnts[i]->GetPlayer()->GetCID())
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if((GetPlayerChar(Owner) ? GetPlayerChar(Owner)->m_Hit : g_Config.m_SvHit || NoDamage) || Owner == apEnts[i]->GetPlayer()->GetCID())
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{
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if(Owner != -1 && apEnts[i]->IsAlive() && !apEnts[i]->CanCollide(Owner)) continue;
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if(Owner == -1 && ActivatedTeam != -1 && apEnts[i]->IsAlive() && apEnts[i]->Team() != ActivatedTeam) continue;
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apEnts[i]->TakeDamage(ForceDir*Dmg*2, (int)Dmg, Owner, Weapon);
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if(!g_Config.m_SvHit||NoDamage) break;
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if(GetPlayerChar(Owner) ? !GetPlayerChar(Owner)->m_Hit : !g_Config.m_SvHit && !(GetPlayerChar(Owner) && GetPlayerChar(Owner)->m_Hit) || NoDamage) break;
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}
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}
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//}
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