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Add sv_check_teleport_hold_hook map setting
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@ -1879,30 +1879,39 @@ void CCharacter::HandleTiles(int Index)
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for(int k=m_TeleCheckpoint-1; k >= 0; k--)
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{
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if(Controller->m_TeleCheckOuts[k].size())
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{
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int Num = Controller->m_TeleCheckOuts[k].size();
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m_Core.m_Pos = Controller->m_TeleCheckOuts[k][(!Num)?Num:rand() % Num];
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m_Core.m_Vel = vec2(0,0);
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if(!g_Config.m_SvCheckTeleportHoldHook)
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{
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m_Core.m_HookedPlayer = -1;
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m_Core.m_HookState = HOOK_RETRACTED;
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m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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int Num = Controller->m_TeleCheckOuts[k].size();
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m_Core.m_Pos = Controller->m_TeleCheckOuts[k][(!Num)?Num:rand() % Num];
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GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
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m_Core.m_Vel = vec2(0,0);
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m_Core.m_HookPos = m_Core.m_Pos;
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}
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return;
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}
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}
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// if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
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vec2 SpawnPos;
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if(GameServer()->m_pController->CanSpawn(m_pPlayer->GetTeam(), &SpawnPos))
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{
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m_Core.m_Pos = SpawnPos;
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m_Core.m_Vel = vec2(0,0);
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if(!g_Config.m_SvCheckTeleportHoldHook)
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{
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m_Core.m_HookedPlayer = -1;
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m_Core.m_HookState = HOOK_RETRACTED;
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m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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m_Core.m_Pos = SpawnPos;
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GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
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m_Core.m_Vel = vec2(0,0);
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m_Core.m_HookPos = m_Core.m_Pos;
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}
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}
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return;
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}
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if(GameServer()->Collision()->IsCheckTeleport(MapIndex))
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@ -1913,26 +1922,35 @@ void CCharacter::HandleTiles(int Index)
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for(int k=m_TeleCheckpoint-1; k >= 0; k--)
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{
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if(Controller->m_TeleCheckOuts[k].size())
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{
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int Num = Controller->m_TeleCheckOuts[k].size();
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m_Core.m_Pos = Controller->m_TeleCheckOuts[k][(!Num)?Num:rand() % Num];
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if(!g_Config.m_SvCheckTeleportHoldHook)
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{
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m_Core.m_HookedPlayer = -1;
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m_Core.m_HookState = HOOK_RETRACTED;
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m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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int Num = Controller->m_TeleCheckOuts[k].size();
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m_Core.m_Pos = Controller->m_TeleCheckOuts[k][(!Num)?Num:rand() % Num];
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m_Core.m_HookPos = m_Core.m_Pos;
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}
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return;
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}
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}
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// if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
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vec2 SpawnPos;
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if(GameServer()->m_pController->CanSpawn(m_pPlayer->GetTeam(), &SpawnPos))
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{
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m_Core.m_Pos = SpawnPos;
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if(!g_Config.m_SvCheckTeleportHoldHook)
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{
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m_Core.m_HookedPlayer = -1;
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m_Core.m_HookState = HOOK_RETRACTED;
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m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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m_Core.m_Pos = SpawnPos;
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m_Core.m_HookPos = m_Core.m_Pos;
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}
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}
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return;
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}
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}
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@ -2480,6 +2480,7 @@ void CGameContext::OnInit(/*class IKernel *pKernel*/)
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g_Config.m_SvOldTeleportHook = 0;
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g_Config.m_SvOldTeleportWeapons = 0;
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g_Config.m_SvTeleportHoldHook = 0;
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g_Config.m_SvCheckTeleportHoldHook = 0;
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g_Config.m_SvTeam = 1;
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g_Config.m_SvShowOthersDefault = 0;
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@ -153,6 +153,7 @@ MACRO_CONFIG_INT(SvJoinVoteDelay, sv_join_vote_delay, 60, 0, 1000, CFGFLAG_SERVE
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MACRO_CONFIG_INT(SvOldTeleportWeapons, sv_old_teleport_weapons, 0, 0, 1, CFGFLAG_SERVER|CFGFLAG_GAME, "Teleporting of all weapons (deprecated, use special entities instead)");
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MACRO_CONFIG_INT(SvOldTeleportHook, sv_old_teleport_hook, 0, 0, 1, CFGFLAG_SERVER|CFGFLAG_GAME, "Hook through teleporter (deprecated, use special entities instead)");
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MACRO_CONFIG_INT(SvTeleportHoldHook, sv_teleport_hold_hook, 0, 0, 1, CFGFLAG_SERVER|CFGFLAG_GAME, "Hold hook when teleported");
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MACRO_CONFIG_INT(SvCheckTeleportHoldHook, sv_check_teleport_hold_hook, 0, 0, 1, CFGFLAG_SERVER|CFGFLAG_GAME, "Hold hook when teleported by checkpoint tele");
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MACRO_CONFIG_INT(SvTeleportLoseWeapons, sv_teleport_lose_weapons, 0, 0, 1, CFGFLAG_SERVER|CFGFLAG_GAME, "Lose weapons when teleported (useful for some race maps)");
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MACRO_CONFIG_INT(SvDeepfly, sv_deepfly, 1, 0, 1, CFGFLAG_SERVER|CFGFLAG_GAME, "Allow fire non auto weapons when deep");
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