5268: Execute the dragger_beam tick one tick earlier. And stop it one tick earlier r=def- a=C0D3D3V

fixes #5263

`@bencie`  could you please confirm it fixes the problem?

## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
This commit is contained in:
bors[bot] 2022-05-28 21:17:38 +00:00 committed by GitHub
commit 5fdb94e479
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 15 additions and 6 deletions

View file

@ -142,6 +142,10 @@ void CDragger::LookForPlayersToDrag()
if(IsTarget[i] && m_apDraggerBeam[i] == nullptr)
{
m_apDraggerBeam[i] = new CDraggerBeam(&GameServer()->m_World, this, m_Pos, m_Strength, m_IgnoreWalls, i, m_Layer, m_Number);
// The generated dragger beam is placed in the first position in the tick sequence and would therefore
// no longer be executed automatically in this tick. To execute the dragger beam nevertheless already
// this tick we call it manually (we do this to keep the old game logic)
m_apDraggerBeam[i]->Tick();
}
// Remove dragger beams that have not yet been deleted
else if(!IsTarget[i] && m_apDraggerBeam[i] != nullptr)

View file

@ -42,13 +42,18 @@ void CDraggerBeam::Tick()
return;
}
// The following checks are necessary, because the checks in CDragger::LookForPlayersToDrag only take place every 150ms
// When the dragger is disabled for the target player's team, the dragger beam dissolves
if(m_Layer == LAYER_SWITCH && m_Number > 0 &&
!GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTarget->Team()])
// The following checks are necessary, because the checks in CDragger::LookForPlayersToDrag only take place
// after CDraggerBeam::Tick and only every 150ms
// When the dragger is disabled for the target player's team, the dragger beam dissolves. The check if a dragger
// is disabled is only executed every 150ms, so the beam can stay activated up to 6 extra ticks
if(Server()->Tick() % int(Server()->TickSpeed() * 0.15f) == 0)
{
Reset();
return;
if(m_Layer == LAYER_SWITCH && m_Number > 0 &&
!GameServer()->Collision()->m_pSwitchers[m_Number].m_Status[pTarget->Team()])
{
Reset();
return;
}
}
// When the dragger can no longer reach the target player, the dragger beam dissolves