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Merge #5770
5770: Fix physics change by weak hook fix (fixes #5769) r=def- a=fokkonaut <!-- What is the motivation for the changes of this pull request --> fixes #5769 ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test (especially base/) or added coverage to integration test - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com> Co-authored-by: Jupeyy <jupjopjap@gmail.com>
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commit
571b0b36de
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@ -26,7 +26,7 @@ GameInfoFlags = [
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]
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GameInfoFlags2 = [
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"ALLOW_X_SKINS", "GAMETYPE_CITY", "GAMETYPE_FDDRACE", "ENTITIES_FDDRACE", "HUD_HEALTH_ARMOR", "HUD_AMMO",
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"HUD_DDRACE", "NO_WEAK_HOOK_AND_BOUNCE"
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"HUD_DDRACE", "NO_WEAK_HOOK"
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]
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ExPlayerFlags = ["AFK", "PAUSED", "SPEC"]
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ProjectileFlags = [f"CLIENTID_BIT{i}" for i in range(8)] + [
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@ -288,7 +288,7 @@ MACRO_CONFIG_INT(SvOldLaser, sv_old_laser, 0, 0, 1, CFGFLAG_SERVER | CFGFLAG_GAM
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MACRO_CONFIG_INT(SvSlashMe, sv_slash_me, 0, 0, 1, CFGFLAG_SERVER, "Whether /me is active on the server or not")
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MACRO_CONFIG_INT(SvRejoinTeam0, sv_rejoin_team_0, 1, 0, 1, CFGFLAG_SERVER, "Make a team automatically rejoin team 0 after finish (only if not locked)")
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MACRO_CONFIG_INT(SvNoWeakHookAndBounce, sv_no_weak_hook_and_bounce, 0, 0, 1, CFGFLAG_SERVER | CFGFLAG_GAME, "Whether to use an alternative calculation for world ticks, that makes hook and bounce behave like all players have strong.")
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MACRO_CONFIG_INT(SvNoWeakHook, sv_no_weak_hook, 0, 0, 1, CFGFLAG_SERVER | CFGFLAG_GAME, "Whether to use an alternative calculation for world ticks, that makes the hook behave like all players have strong.")
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MACRO_CONFIG_INT(ClReconnectTimeout, cl_reconnect_timeout, 120, 0, 600, CFGFLAG_CLIENT | CFGFLAG_SAVE, "How many seconds to wait before reconnecting (after timeout, 0 for off)")
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MACRO_CONFIG_INT(ClReconnectFull, cl_reconnect_full, 5, 0, 600, CFGFLAG_CLIENT | CFGFLAG_SAVE, "How many seconds to wait before reconnecting (when server is full, 0 for off)")
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@ -1124,7 +1124,7 @@ static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize,
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}
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if(Version >= 8)
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{
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Info.m_NoWeakHookAndBounce = Flags2 & GAMEINFOFLAG2_NO_WEAK_HOOK_AND_BOUNCE;
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Info.m_NoWeakHookAndBounce = Flags2 & GAMEINFOFLAG2_NO_WEAK_HOOK;
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}
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return Info;
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}
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@ -738,12 +738,12 @@ void CCharacter::PreTick()
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Antibot()->OnCharacterTick(m_pPlayer->GetCID());
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m_Core.m_Input = m_Input;
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m_Core.Tick(true, !g_Config.m_SvNoWeakHookAndBounce);
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m_Core.Tick(true, !g_Config.m_SvNoWeakHook);
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}
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void CCharacter::Tick()
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{
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if(g_Config.m_SvNoWeakHookAndBounce)
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if(g_Config.m_SvNoWeakHook)
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{
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if(m_Paused)
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return;
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@ -33,7 +33,7 @@ public:
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void Reset() override;
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void Destroy() override;
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void PreTick() override;
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void PreTick();
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void Tick() override;
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void TickDeferred() override;
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void TickPaused() override;
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@ -86,13 +86,6 @@ public: // TODO: Maybe make protected
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*/
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virtual void Reset() {}
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/*
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Function: PreTick
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Called to progress the entity before the next tick.
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Can be used to prepare variables for all clients before the next tick is executed.
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*/
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virtual void PreTick() {}
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/*
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Function: Tick
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Called to progress the entity to the next tick. Updates
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@ -605,8 +605,8 @@ void IGameController::Snap(int SnappingClient)
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GAMEINFOFLAG_ENTITIES_RACE |
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GAMEINFOFLAG_RACE;
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pGameInfoEx->m_Flags2 = GAMEINFOFLAG2_HUD_DDRACE;
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if(g_Config.m_SvNoWeakHookAndBounce)
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pGameInfoEx->m_Flags2 |= GAMEINFOFLAG2_NO_WEAK_HOOK_AND_BOUNCE;
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if(g_Config.m_SvNoWeakHook)
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pGameInfoEx->m_Flags2 |= GAMEINFOFLAG2_NO_WEAK_HOOK;
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pGameInfoEx->m_Version = GAMEINFO_CURVERSION;
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if(Server()->IsSixup(SnappingClient))
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@ -267,25 +267,31 @@ void CGameWorld::Tick()
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{
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if(GameServer()->m_pController->IsForceBalanced())
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, "Teams have been balanced");
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// update all objects
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if(g_Config.m_SvNoWeakHookAndBounce)
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for(int i = 0; i < NUM_ENTTYPES; i++)
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{
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for(auto *pEnt : m_apFirstEntityTypes)
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// It's important to call PreTick() and Tick() after each other.
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// If we call PreTick() before, and Tick() after other entities have been processed, it causes physics changes such as a stronger shotgun or grenade.
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if(g_Config.m_SvNoWeakHook && i == ENTTYPE_CHARACTER)
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{
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auto *pEnt = m_apFirstEntityTypes[i];
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->PreTick();
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((CCharacter *)pEnt)->PreTick();
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pEnt = m_pNextTraverseEntity;
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}
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}
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for(auto *pEnt : m_apFirstEntityTypes)
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auto *pEnt = m_apFirstEntityTypes[i];
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->Tick();
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pEnt = m_pNextTraverseEntity;
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}
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}
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for(auto *pEnt : m_apFirstEntityTypes)
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for(; pEnt;)
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