5245: disable dragger beams soon, not only every 150ms r=def- a=C0D3D3V

The check whether a dragger is active, I somehow forgot in the dragger beams. Sorry! Actually, I should have noticed this during testing. But when I tested Fall into the Future today, it seemed strange to me (already at the first part). I should have noticed it when I tested it. I have compared that in any case with 15.9.1 and looked at the code again and saw that there the check is made every tick.


## 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] 2022-05-26 20:47:48 +00:00 committed by GitHub
commit 74b94b3e71
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 15 additions and 4 deletions

View file

@ -141,7 +141,7 @@ void CDragger::LookForPlayersToDrag()
// Create Dragger Beams which have not been created yet
if(IsTarget[i] && m_apDraggerBeam[i] == nullptr)
{
m_apDraggerBeam[i] = new CDraggerBeam(&GameServer()->m_World, this, m_Pos, m_Strength, m_IgnoreWalls, i);
m_apDraggerBeam[i] = new CDraggerBeam(&GameServer()->m_World, this, m_Pos, m_Strength, m_IgnoreWalls, i, m_Layer, m_Number);
}
// Remove dragger beams that have not yet been deleted
else if(!IsTarget[i] && m_apDraggerBeam[i] != nullptr)

View file

@ -11,7 +11,7 @@
#include <game/server/teams.h>
CDraggerBeam::CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls,
int ForClientID) :
int ForClientID, int Layer, int Number) :
CEntity(pGameWorld, CGameWorld::ENTTYPE_LASER)
{
m_pDragger = pDragger;
@ -20,6 +20,8 @@ CDraggerBeam::CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos,
m_IgnoreWalls = IgnoreWalls;
m_ForClientID = ForClientID;
m_Active = true;
m_Layer = Layer;
m_Number = Number;
m_EvalTick = Server()->Tick();
GameWorld()->InsertEntity(this);
@ -40,11 +42,20 @@ 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()])
{
Reset();
return;
}
// When the dragger can no longer reach the target player, the dragger beam dissolves
int IsReachable =
m_IgnoreWalls ?
!GameServer()->Collision()->IntersectNoLaserNW(m_Pos, pTarget->m_Pos, 0, 0) :
!GameServer()->Collision()->IntersectNoLaser(m_Pos, pTarget->m_Pos, 0, 0);
// This check is necessary because the check in CDragger::LookForPlayersToDrag only happens every 150ms
if(!IsReachable ||
distance(pTarget->m_Pos, m_Pos) >= g_Config.m_SvDraggerRange || !pTarget->IsAlive())
{

View file

@ -29,7 +29,7 @@ class CDraggerBeam : public CEntity
bool m_Active;
public:
CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls, int ForClientID);
CDraggerBeam(CGameWorld *pGameWorld, CDragger *pDragger, vec2 Pos, float Strength, bool IgnoreWalls, int ForClientID, int Layer, int Number);
void SetPos(vec2 Pos);