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3493: Keep showing last checkpoint after kill r=heinrich5991 a=def- Some maps kill you quickly and you can't see how good your last run was, for example "Buckle Up". <!-- What is the motivation for the changes of this pull request --> ## 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 - [ ] 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) 3497: No network clip in client prediction r=heinrich5991 a=def- <!-- What is the motivation for the changes of this pull request --> ## Checklist - [ ] 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 - [ ] 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: def <dennis@felsin9.de>
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commit
d0cdf23526
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@ -877,15 +877,6 @@ void CHud::OnMessage(int MsgType, void *pRawMsg)
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m_CheckpointTick = Client()->GameTick(g_Config.m_ClDummy);
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}
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}
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else if(MsgType == NETMSGTYPE_SV_KILLMSG)
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{
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CNetMsg_Sv_KillMsg *pMsg = (CNetMsg_Sv_KillMsg *)pRawMsg;
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if(pMsg->m_Victim == m_pClient->m_Snap.m_LocalClientID)
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{
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m_CheckpointTick = 0;
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m_DDRaceTime = 0;
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}
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}
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else if(MsgType == NETMSGTYPE_SV_RECORD)
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{
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CNetMsg_Sv_Record *pMsg = (CNetMsg_Sv_Record *)pRawMsg;
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@ -234,9 +234,3 @@ bool CProjectile::Match(CProjectile *pProj)
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return false;
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return true;
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}
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int CProjectile::NetworkClipped(vec2 ViewPos)
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{
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float Ct = (GameWorld()->GameTick() - m_StartTick) / (float)GameWorld()->GameTickSpeed();
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return ((CEntity *)this)->NetworkClipped(GetPos(Ct), ViewPos);
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}
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@ -40,7 +40,6 @@ public:
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const int &GetOwner() { return m_Owner; }
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const int &GetStartTick() { return m_StartTick; }
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CProjectile(CGameWorld *pGameWorld, int ID, CNetObj_Projectile *pProj);
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virtual int NetworkClipped(vec2 ViewPos);
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private:
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vec2 m_Direction;
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@ -33,24 +33,6 @@ CEntity::~CEntity()
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GameWorld()->RemoveEntity(this);
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}
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int CEntity::NetworkClipped(vec2 ViewPos)
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{
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return NetworkClipped(m_Pos, ViewPos);
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}
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int CEntity::NetworkClipped(vec2 CheckPos, vec2 ViewPos)
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{
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float dx = ViewPos.x - CheckPos.x;
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float dy = ViewPos.y - CheckPos.y;
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if(absolute(dx) > 1000.0f || absolute(dy) > 800.0f)
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return 1;
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if(distance(ViewPos, CheckPos) > 4000.0f)
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return 1;
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return 0;
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}
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bool CEntity::GameLayerClipped(vec2 CheckPos)
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{
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return round_to_int(CheckPos.x) / 32 < -200 || round_to_int(CheckPos.x) / 32 > Collision()->GetWidth() + 200 ||
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@ -54,8 +54,6 @@ public:
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virtual void TickDefered() {}
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bool GameLayerClipped(vec2 CheckPos);
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virtual int NetworkClipped(vec2 ViewPos);
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virtual int NetworkClipped(vec2 CheckPos, vec2 ViewPos);
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float m_ProximityRadius;
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vec2 m_Pos;
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int m_Number;
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@ -485,14 +485,6 @@ void CGameWorld::NetObjEnd(int LocalID)
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pHookedChar->m_KeepHooked = true;
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pHookedChar->m_MarkedForDestroy = false;
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}
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// keep entities that are out of view for a short while, for some entity types
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if(CCharacter *pLocal = GetCharacterByID(LocalID))
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for(int i : {ENTTYPE_CHARACTER, ENTTYPE_PROJECTILE, ENTTYPE_LASER})
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for(CEntity *pEnt = FindFirst(i); pEnt; pEnt = pEnt->TypeNext())
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if(pEnt->m_MarkedForDestroy)
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if(pEnt->m_SnapTicks < 2 * SERVER_TICK_SPEED || (i != ENTTYPE_CHARACTER && pEnt->m_SnapTicks < 5 * SERVER_TICK_SPEED))
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if(pEnt->NetworkClipped(pLocal->m_Core.m_Pos))
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pEnt->m_MarkedForDestroy = false;
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RemoveEntities();
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// Update character IDs and pointers
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