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CPlayer: Port to GetMaskForPlayerWorldEvent
The CPlayer class does not depend on CGameTeams anymore.
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@ -7,7 +7,6 @@
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#include "gamecontext.h"
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#include <engine/server.h>
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#include <game/gamecore.h>
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#include <game/server/teams.h>
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#include <game/version.h>
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MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS)
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@ -691,7 +690,7 @@ void CPlayer::TryRespawn()
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m_Spawning = false;
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m_pCharacter = new(m_ClientID) CCharacter(&GameServer()->m_World);
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m_pCharacter->Spawn(this, SpawnPos);
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GameServer()->CreatePlayerSpawn(SpawnPos, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
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GameServer()->CreatePlayerSpawn(SpawnPos, GameServer()->m_pController->GetMaskForPlayerWorldEvent(m_ClientID));
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if(g_Config.m_SvTeam == 3)
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m_pCharacter->SetSolo(true);
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@ -816,8 +815,8 @@ void CPlayer::ProcessPause()
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if(m_Paused == PAUSE_SPEC && !m_pCharacter->IsPaused() && m_pCharacter->IsGrounded() && m_pCharacter->m_Pos == m_pCharacter->m_PrevPos)
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{
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m_pCharacter->Pause(true);
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GameServer()->CreateDeath(m_pCharacter->m_Pos, m_ClientID, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
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GameServer()->CreateSound(m_pCharacter->m_Pos, SOUND_PLAYER_DIE, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
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GameServer()->CreateDeath(m_pCharacter->m_Pos, m_ClientID, GameServer()->m_pController->GetMaskForPlayerWorldEvent(m_ClientID));
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GameServer()->CreateSound(m_pCharacter->m_Pos, SOUND_PLAYER_DIE, GameServer()->m_pController->GetMaskForPlayerWorldEvent(m_ClientID));
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}
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}
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@ -845,7 +844,7 @@ int CPlayer::Pause(int State, bool Force)
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return m_Paused; // Do not update state. Do not collect $200
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}
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m_pCharacter->Pause(false);
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GameServer()->CreatePlayerSpawn(m_pCharacter->m_Pos, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
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GameServer()->CreatePlayerSpawn(m_pCharacter->m_Pos, GameServer()->m_pController->GetMaskForPlayerWorldEvent(m_ClientID));
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}
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// fall-thru
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case PAUSE_SPEC:
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