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https://github.com/ddnet/ddnet.git
synced 2024-11-09 17:48:19 +00:00
Rename "NoSomething" to "SomethingDisabled"
This commit is contained in:
parent
ebfc053809
commit
e3fc71d051
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@ -449,7 +449,7 @@ container.sprites.Add(Sprite("hook_weak", set_strongweak, 1,0,1,1))
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container.sprites.Add(Sprite("hud_airjump", set_hud, 0,0,2,2))
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container.sprites.Add(Sprite("hud_airjump_empty", set_hud, 2,0,2,2))
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container.sprites.Add(Sprite("hud_solo", set_hud, 4,0,2,2))
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container.sprites.Add(Sprite("hud_no_collision", set_hud, 6,0,2,2))
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container.sprites.Add(Sprite("hud_collision_disabled", set_hud, 6,0,2,2))
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container.sprites.Add(Sprite("hud_endless_jump", set_hud, 8,0,2,2))
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container.sprites.Add(Sprite("hud_endless_hook", set_hud, 10,0,2,2))
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container.sprites.Add(Sprite("hud_jetpack", set_hud, 12,0,2,2))
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@ -461,12 +461,12 @@ container.sprites.Add(Sprite("hud_ninja_bar_full_left", set_hud, 0,3,1,1))
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container.sprites.Add(Sprite("hud_ninja_bar_full", set_hud, 1,3,1,1))
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container.sprites.Add(Sprite("hud_ninja_bar_empty", set_hud, 2,3,1,1))
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container.sprites.Add(Sprite("hud_ninja_bar_empty_right", set_hud, 3,3,1,1))
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container.sprites.Add(Sprite("hud_no_hook_hit", set_hud, 4,2,2,2))
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container.sprites.Add(Sprite("hud_no_hammer_hit", set_hud, 6,2,2,2))
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container.sprites.Add(Sprite("hud_no_shotgun_hit", set_hud, 8,2,2,2))
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container.sprites.Add(Sprite("hud_no_grenade_hit", set_hud, 10,2,2,2))
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container.sprites.Add(Sprite("hud_no_laser_hit", set_hud, 12,2,2,2))
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container.sprites.Add(Sprite("hud_no_gun_hit", set_hud, 14,2,2,2))
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container.sprites.Add(Sprite("hud_hook_hit_disabled", set_hud, 4,2,2,2))
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container.sprites.Add(Sprite("hud_hammer_hit_disabled", set_hud, 6,2,2,2))
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container.sprites.Add(Sprite("hud_shotgun_hit_disabled", set_hud, 8,2,2,2))
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container.sprites.Add(Sprite("hud_grenade_hit_disabled", set_hud, 10,2,2,2))
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container.sprites.Add(Sprite("hud_laser_hit_disabled", set_hud, 12,2,2,2))
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container.sprites.Add(Sprite("hud_gun_hit_disabled", set_hud, 14,2,2,2))
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container.sprites.Add(Sprite("hud_deep_frozen", set_hud, 10,4,2,2))
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container.sprites.Add(Sprite("hud_live_frozen", set_hud, 12,4,2,2))
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container.sprites.Add(Sprite("hud_teleport_grenade", set_hud, 4,4,2,2))
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@ -7,11 +7,11 @@ Emotes = ["NORMAL", "PAIN", "HAPPY", "SURPRISE", "ANGRY", "BLINK"]
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PlayerFlags = ["PLAYING", "IN_MENU", "CHATTING", "SCOREBOARD", "AIM"]
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GameFlags = ["TEAMS", "FLAGS"]
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GameStateFlags = ["GAMEOVER", "SUDDENDEATH", "PAUSED", "RACETIME"]
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CharacterFlags = ["SOLO", "JETPACK", "NO_COLLISION", "ENDLESS_HOOK", "ENDLESS_JUMP", "SUPER",
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"NO_HAMMER_HIT", "NO_SHOTGUN_HIT", "NO_GRENADE_HIT", "NO_LASER_HIT", "NO_HOOK",
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CharacterFlags = ["SOLO", "JETPACK", "COLLISION_DISABLED", "ENDLESS_HOOK", "ENDLESS_JUMP", "SUPER",
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"HAMMER_HIT_DISABLED", "SHOTGUN_HIT_DISABLED", "GRENADE_HIT_DISABLED", "LASER_HIT_DISABLED", "HOOK_HIT_DISABLED",
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"TELEGUN_GUN", "TELEGUN_GRENADE", "TELEGUN_LASER",
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"WEAPON_HAMMER", "WEAPON_GUN", "WEAPON_SHOTGUN", "WEAPON_GRENADE", "WEAPON_LASER", "WEAPON_NINJA",
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"NO_MOVEMENTS", "IN_FREEZE", "PRACTICE_MODE"]
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"MOVEMENTS_DISABLED", "IN_FREEZE", "PRACTICE_MODE"]
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GameInfoFlags = [
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"TIMESCORE", "GAMETYPE_RACE", "GAMETYPE_FASTCAP", "GAMETYPE_FNG",
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"GAMETYPE_DDRACE", "GAMETYPE_DDNET", "GAMETYPE_BLOCK_WORLDS",
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@ -786,13 +786,13 @@ void CHud::PreparePlayerStateQuads()
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// Quads for displaying prohibited capabilities
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m_SoloOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_NoCollisionOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_NoHookHitOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_NoHammerHitOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_NoGunHitOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_NoShotgunHitOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_NoGrenadeHitOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_NoLaserHitOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_CollisionDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_HookHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_HammerHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_GunHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_ShotgunHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_GrenadeHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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m_LaserHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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// Quads for displaying freeze status
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m_DeepFrozenOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
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@ -1040,53 +1040,53 @@ void CHud::RenderPlayerState(const int ClientID)
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_SoloOffset, x, y);
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x += 12;
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}
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if(pCharacter->m_NoCollision)
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if(pCharacter->m_CollisionDisabled)
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{
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HasProhibitedCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNoCollision);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NoCollisionOffset, x, y);
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudCollisionDisabled);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_CollisionDisabledOffset, x, y);
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x += 12;
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}
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if(pCharacter->m_NoHookHit)
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if(pCharacter->m_HookHitDisabled)
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{
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HasProhibitedCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNoHookHit);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NoHookHitOffset, x, y);
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudHookHitDisabled);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_HookHitDisabledOffset, x, y);
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x += 12;
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}
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if(pCharacter->m_NoHammerHit)
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if(pCharacter->m_HammerHitDisabled)
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{
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HasProhibitedCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNoHammerHit);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NoHammerHitOffset, x, y);
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudHammerHitDisabled);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_HammerHitDisabledOffset, x, y);
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x += 12;
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}
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if((pCharacter->m_NoGrenadeHit && pCharacter->m_HasTelegunGun && pCharacter->m_aWeapons[WEAPON_GUN].m_Got))
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if((pCharacter->m_GrenadeHitDisabled && pCharacter->m_HasTelegunGun && pCharacter->m_aWeapons[WEAPON_GUN].m_Got))
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{
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HasProhibitedCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNoGunHit);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NoLaserHitOffset, x, y);
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudGunHitDisabled);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_LaserHitDisabledOffset, x, y);
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x += 12;
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}
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if((pCharacter->m_NoShotgunHit && pCharacter->m_aWeapons[WEAPON_SHOTGUN].m_Got))
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if((pCharacter->m_ShotgunHitDisabled && pCharacter->m_aWeapons[WEAPON_SHOTGUN].m_Got))
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{
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HasProhibitedCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNoShotgunHit);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NoShotgunHitOffset, x, y);
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudShotgunHitDisabled);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_ShotgunHitDisabledOffset, x, y);
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x += 12;
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}
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if((pCharacter->m_NoGrenadeHit && pCharacter->m_aWeapons[WEAPON_GRENADE].m_Got))
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if((pCharacter->m_GrenadeHitDisabled && pCharacter->m_aWeapons[WEAPON_GRENADE].m_Got))
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{
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HasProhibitedCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNoGrenadeHit);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NoGrenadeHitOffset, x, y);
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudGrenadeHitDisabled);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_GrenadeHitDisabledOffset, x, y);
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x += 12;
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}
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if((pCharacter->m_NoLaserHit && pCharacter->m_aWeapons[WEAPON_LASER].m_Got))
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if((pCharacter->m_LaserHitDisabled && pCharacter->m_aWeapons[WEAPON_LASER].m_Got))
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{
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HasProhibitedCapabilities = true;
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNoLaserHit);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_NoLaserHitOffset, x, y);
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudLaserHitDisabled);
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Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_LaserHitDisabledOffset, x, y);
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}
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// render dummy actions and freeze state
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@ -120,13 +120,13 @@ private:
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int m_TeleportGunOffset;
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int m_TeleportLaserOffset;
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int m_SoloOffset;
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int m_NoCollisionOffset;
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int m_NoHookHitOffset;
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int m_NoHammerHitOffset;
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int m_NoGunHitOffset;
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int m_NoShotgunHitOffset;
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int m_NoGrenadeHitOffset;
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int m_NoLaserHitOffset;
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int m_CollisionDisabledOffset;
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int m_HookHitDisabledOffset;
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int m_HammerHitDisabledOffset;
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int m_GunHitDisabledOffset;
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int m_ShotgunHitDisabledOffset;
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int m_GrenadeHitDisabledOffset;
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int m_LaserHitDisabledOffset;
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int m_DeepFrozenOffset;
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int m_LiveFrozenOffset;
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int m_DummyHammerOffset;
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@ -1342,12 +1342,12 @@ void CGameClient::OnNewSnapshot()
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// Collision
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pClient->m_Solo = pCharacterData->m_Flags & CHARACTERFLAG_SOLO;
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pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK;
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pClient->m_NoCollision = pCharacterData->m_Flags & CHARACTERFLAG_NO_COLLISION;
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pClient->m_NoHammerHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
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pClient->m_NoGrenadeHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
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pClient->m_NoLaserHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_LASER_HIT;
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pClient->m_NoShotgunHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT;
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pClient->m_NoHookHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_HOOK;
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pClient->m_CollisionDisabled = pCharacterData->m_Flags & CHARACTERFLAG_COLLISION_DISABLED;
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pClient->m_HammerHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HAMMER_HIT_DISABLED;
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pClient->m_GrenadeHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_GRENADE_HIT_DISABLED;
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pClient->m_LaserHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED;
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pClient->m_ShotgunHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
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pClient->m_HookHitDisabled = pCharacterData->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED;
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pClient->m_Super = pCharacterData->m_Flags & CHARACTERFLAG_SUPER;
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// Endless
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@ -1357,7 +1357,7 @@ void CGameClient::OnNewSnapshot()
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// Freeze
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pClient->m_FreezeEnd = pCharacterData->m_FreezeEnd;
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pClient->m_DeepFrozen = pCharacterData->m_FreezeEnd == -1;
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pClient->m_LiveFrozen = (pCharacterData->m_Flags & CHARACTERFLAG_NO_MOVEMENTS) != 0;
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pClient->m_LiveFrozen = (pCharacterData->m_Flags & CHARACTERFLAG_MOVEMENTS_DISABLED) != 0;
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// Telegun
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pClient->m_HasTelegunGrenade = pCharacterData->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
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@ -2039,14 +2039,14 @@ void CGameClient::CClientData::Reset()
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m_Solo = false;
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m_Jetpack = false;
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m_NoCollision = false;
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m_CollisionDisabled = false;
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m_EndlessHook = false;
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m_EndlessJump = false;
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m_NoHammerHit = false;
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m_NoGrenadeHit = false;
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m_NoLaserHit = false;
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m_NoShotgunHit = false;
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m_NoHookHit = false;
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m_HammerHitDisabled = false;
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m_GrenadeHitDisabled = false;
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m_LaserHitDisabled = false;
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m_ShotgunHitDisabled = false;
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m_HookHitDisabled = false;
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m_Super = false;
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m_HasTelegunGun = false;
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m_HasTelegunGrenade = false;
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@ -2228,7 +2228,7 @@ int CGameClient::IntersectCharacter(vec2 HookPos, vec2 NewPos, vec2 &NewPos2, in
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bool IsOneSuper = cData.m_Super || OwnClientData.m_Super;
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bool IsOneSolo = cData.m_Solo || OwnClientData.m_Solo;
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if(!IsOneSuper && (!m_Teams.SameTeam(i, ownID) || IsOneSolo || OwnClientData.m_NoHookHit))
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if(!IsOneSuper && (!m_Teams.SameTeam(i, ownID) || IsOneSolo || OwnClientData.m_HookHitDisabled))
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continue;
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vec2 ClosestPoint;
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@ -3033,7 +3033,7 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudAirjump);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudAirjumpEmpty);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudSolo);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoCollision);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudCollisionDisabled);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudEndlessJump);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudEndlessHook);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudJetpack);
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@ -3045,12 +3045,12 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarFull);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarEmpty);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNinjaBarEmptyRight);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoHookHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoHammerHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoShotgunHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoGrenadeHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoLaserHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudNoGunHit);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudHookHitDisabled);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudHammerHitDisabled);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudShotgunHitDisabled);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudGrenadeHitDisabled);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudLaserHitDisabled);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudGunHitDisabled);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudDeepFrozen);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudLiveFrozen);
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Graphics()->UnloadTexture(&m_HudSkin.m_SpriteHudTeleportGrenade);
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@ -3091,7 +3091,7 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
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m_HudSkin.m_SpriteHudAirjump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP]);
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m_HudSkin.m_SpriteHudAirjumpEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_AIRJUMP_EMPTY]);
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m_HudSkin.m_SpriteHudSolo = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_SOLO]);
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m_HudSkin.m_SpriteHudNoCollision = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_COLLISION]);
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m_HudSkin.m_SpriteHudCollisionDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_COLLISION_DISABLED]);
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m_HudSkin.m_SpriteHudEndlessJump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_JUMP]);
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m_HudSkin.m_SpriteHudEndlessHook = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_ENDLESS_HOOK]);
|
||||
m_HudSkin.m_SpriteHudJetpack = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_JETPACK]);
|
||||
|
@ -3103,12 +3103,12 @@ void CGameClient::LoadHudSkin(const char *pPath, bool AsDir)
|
|||
m_HudSkin.m_SpriteHudNinjaBarFull = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_FULL]);
|
||||
m_HudSkin.m_SpriteHudNinjaBarEmpty = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY]);
|
||||
m_HudSkin.m_SpriteHudNinjaBarEmptyRight = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NINJA_BAR_EMPTY_RIGHT]);
|
||||
m_HudSkin.m_SpriteHudNoHookHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_HOOK_HIT]);
|
||||
m_HudSkin.m_SpriteHudNoHammerHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_HAMMER_HIT]);
|
||||
m_HudSkin.m_SpriteHudNoShotgunHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_SHOTGUN_HIT]);
|
||||
m_HudSkin.m_SpriteHudNoGrenadeHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_GRENADE_HIT]);
|
||||
m_HudSkin.m_SpriteHudNoLaserHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_LASER_HIT]);
|
||||
m_HudSkin.m_SpriteHudNoGunHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_NO_GUN_HIT]);
|
||||
m_HudSkin.m_SpriteHudHookHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_HOOK_HIT_DISABLED]);
|
||||
m_HudSkin.m_SpriteHudHammerHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_HAMMER_HIT_DISABLED]);
|
||||
m_HudSkin.m_SpriteHudShotgunHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_SHOTGUN_HIT_DISABLED]);
|
||||
m_HudSkin.m_SpriteHudGrenadeHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_GRENADE_HIT_DISABLED]);
|
||||
m_HudSkin.m_SpriteHudLaserHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_LASER_HIT_DISABLED]);
|
||||
m_HudSkin.m_SpriteHudGunHitDisabled = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_GUN_HIT_DISABLED]);
|
||||
m_HudSkin.m_SpriteHudDeepFrozen = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_DEEP_FROZEN]);
|
||||
m_HudSkin.m_SpriteHudLiveFrozen = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_LIVE_FROZEN]);
|
||||
m_HudSkin.m_SpriteHudTeleportGrenade = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HUD_TELEPORT_GRENADE]);
|
||||
|
|
|
@ -342,14 +342,14 @@ public:
|
|||
int m_EmoticonStartTick;
|
||||
bool m_Solo;
|
||||
bool m_Jetpack;
|
||||
bool m_NoCollision;
|
||||
bool m_CollisionDisabled;
|
||||
bool m_EndlessHook;
|
||||
bool m_EndlessJump;
|
||||
bool m_NoHammerHit;
|
||||
bool m_NoGrenadeHit;
|
||||
bool m_NoLaserHit;
|
||||
bool m_NoShotgunHit;
|
||||
bool m_NoHookHit;
|
||||
bool m_HammerHitDisabled;
|
||||
bool m_GrenadeHitDisabled;
|
||||
bool m_LaserHitDisabled;
|
||||
bool m_ShotgunHitDisabled;
|
||||
bool m_HookHitDisabled;
|
||||
bool m_Super;
|
||||
bool m_HasTelegunGun;
|
||||
bool m_HasTelegunGrenade;
|
||||
|
@ -654,7 +654,7 @@ public:
|
|||
IGraphics::CTextureHandle m_SpriteHudAirjump;
|
||||
IGraphics::CTextureHandle m_SpriteHudAirjumpEmpty;
|
||||
IGraphics::CTextureHandle m_SpriteHudSolo;
|
||||
IGraphics::CTextureHandle m_SpriteHudNoCollision;
|
||||
IGraphics::CTextureHandle m_SpriteHudCollisionDisabled;
|
||||
IGraphics::CTextureHandle m_SpriteHudEndlessJump;
|
||||
IGraphics::CTextureHandle m_SpriteHudEndlessHook;
|
||||
IGraphics::CTextureHandle m_SpriteHudJetpack;
|
||||
|
@ -666,12 +666,12 @@ public:
|
|||
IGraphics::CTextureHandle m_SpriteHudNinjaBarFull;
|
||||
IGraphics::CTextureHandle m_SpriteHudNinjaBarEmpty;
|
||||
IGraphics::CTextureHandle m_SpriteHudNinjaBarEmptyRight;
|
||||
IGraphics::CTextureHandle m_SpriteHudNoHookHit;
|
||||
IGraphics::CTextureHandle m_SpriteHudNoHammerHit;
|
||||
IGraphics::CTextureHandle m_SpriteHudNoShotgunHit;
|
||||
IGraphics::CTextureHandle m_SpriteHudNoGrenadeHit;
|
||||
IGraphics::CTextureHandle m_SpriteHudNoLaserHit;
|
||||
IGraphics::CTextureHandle m_SpriteHudNoGunHit;
|
||||
IGraphics::CTextureHandle m_SpriteHudHookHitDisabled;
|
||||
IGraphics::CTextureHandle m_SpriteHudHammerHitDisabled;
|
||||
IGraphics::CTextureHandle m_SpriteHudShotgunHitDisabled;
|
||||
IGraphics::CTextureHandle m_SpriteHudGrenadeHitDisabled;
|
||||
IGraphics::CTextureHandle m_SpriteHudLaserHitDisabled;
|
||||
IGraphics::CTextureHandle m_SpriteHudGunHitDisabled;
|
||||
IGraphics::CTextureHandle m_SpriteHudDeepFrozen;
|
||||
IGraphics::CTextureHandle m_SpriteHudLiveFrozen;
|
||||
IGraphics::CTextureHandle m_SpriteHudTeleportGrenade;
|
||||
|
|
|
@ -301,7 +301,7 @@ void CCharacter::FireWeapon()
|
|||
// reset objects Hit
|
||||
m_NumObjectsHit = 0;
|
||||
|
||||
if(m_Core.m_NoHammerHit)
|
||||
if(m_Core.m_HammerHitDisabled)
|
||||
break;
|
||||
|
||||
CCharacter *apEnts[MAX_CLIENTS];
|
||||
|
@ -752,37 +752,37 @@ void CCharacter::HandleTiles(int Index)
|
|||
if(Collision()->GetSwitchNumber(MapIndex) == 0 || Switchers()[Collision()->GetSwitchNumber(MapIndex)].m_aStatus[Team()])
|
||||
m_Core.m_DeepFrozen = false;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_NoHammerHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_HammerHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
|
||||
{
|
||||
m_Core.m_NoHammerHit = false;
|
||||
m_Core.m_HammerHitDisabled = false;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !m_Core.m_NoHammerHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !m_Core.m_HammerHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
|
||||
{
|
||||
m_Core.m_NoHammerHit = true;
|
||||
m_Core.m_HammerHitDisabled = true;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_NoShotgunHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_ShotgunHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
|
||||
{
|
||||
m_Core.m_NoShotgunHit = false;
|
||||
m_Core.m_ShotgunHitDisabled = false;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !m_Core.m_NoShotgunHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !m_Core.m_ShotgunHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
|
||||
{
|
||||
m_Core.m_NoShotgunHit = true;
|
||||
m_Core.m_ShotgunHitDisabled = true;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_NoGrenadeHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_GrenadeHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||
{
|
||||
m_Core.m_NoGrenadeHit = false;
|
||||
m_Core.m_GrenadeHitDisabled = false;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !m_Core.m_NoGrenadeHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !m_Core.m_GrenadeHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||
{
|
||||
m_Core.m_NoGrenadeHit = true;
|
||||
m_Core.m_GrenadeHitDisabled = true;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_NoLaserHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_LaserHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
{
|
||||
m_Core.m_NoLaserHit = false;
|
||||
m_Core.m_LaserHitDisabled = false;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !m_Core.m_NoLaserHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !m_Core.m_LaserHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
{
|
||||
m_Core.m_NoLaserHit = true;
|
||||
m_Core.m_LaserHitDisabled = true;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_JUMP)
|
||||
{
|
||||
|
@ -851,23 +851,23 @@ void CCharacter::HandleTiles(int Index)
|
|||
}
|
||||
|
||||
// collide with others
|
||||
if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && !m_Core.m_NoCollision)
|
||||
if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && !m_Core.m_CollisionDisabled)
|
||||
{
|
||||
m_Core.m_NoCollision = true;
|
||||
m_Core.m_CollisionDisabled = true;
|
||||
}
|
||||
else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && m_Core.m_NoCollision)
|
||||
else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && m_Core.m_CollisionDisabled)
|
||||
{
|
||||
m_Core.m_NoCollision = false;
|
||||
m_Core.m_CollisionDisabled = false;
|
||||
}
|
||||
|
||||
// hook others
|
||||
if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && !m_Core.m_NoHookHit)
|
||||
if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && !m_Core.m_HookHitDisabled)
|
||||
{
|
||||
m_Core.m_NoHookHit = true;
|
||||
m_Core.m_HookHitDisabled = true;
|
||||
}
|
||||
else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && m_Core.m_NoHookHit)
|
||||
else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && m_Core.m_HookHitDisabled)
|
||||
{
|
||||
m_Core.m_NoHookHit = false;
|
||||
m_Core.m_HookHitDisabled = false;
|
||||
}
|
||||
|
||||
// unlimited air jumps
|
||||
|
@ -1144,16 +1144,16 @@ void CCharacter::ResetPrediction()
|
|||
SetSolo(false);
|
||||
SetSuper(false);
|
||||
m_Core.m_EndlessHook = false;
|
||||
m_Core.m_NoHammerHit = false;
|
||||
m_Core.m_NoShotgunHit = false;
|
||||
m_Core.m_NoGrenadeHit = false;
|
||||
m_Core.m_NoLaserHit = false;
|
||||
m_Core.m_HammerHitDisabled = false;
|
||||
m_Core.m_ShotgunHitDisabled = false;
|
||||
m_Core.m_GrenadeHitDisabled = false;
|
||||
m_Core.m_LaserHitDisabled = false;
|
||||
m_Core.m_EndlessJump = false;
|
||||
m_Core.m_Jetpack = false;
|
||||
m_NinjaJetpack = false;
|
||||
m_Core.m_Jumps = 2;
|
||||
m_Core.m_NoHookHit = false;
|
||||
m_Core.m_NoCollision = false;
|
||||
m_Core.m_HookHitDisabled = false;
|
||||
m_Core.m_CollisionDisabled = false;
|
||||
m_NumInputs = 0;
|
||||
m_FreezeTime = 0;
|
||||
m_Core.m_FreezeStart = 0;
|
||||
|
@ -1274,8 +1274,8 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
|
|||
|
||||
// set player collision
|
||||
SetSolo(!Tuning()->m_PlayerCollision && !Tuning()->m_PlayerHooking);
|
||||
m_Core.m_NoCollision = !Tuning()->m_PlayerCollision;
|
||||
m_Core.m_NoHookHit = !Tuning()->m_PlayerHooking;
|
||||
m_Core.m_CollisionDisabled = !Tuning()->m_PlayerCollision;
|
||||
m_Core.m_HookHitDisabled = !Tuning()->m_PlayerHooking;
|
||||
|
||||
if(m_Core.m_HookTick != 0)
|
||||
m_Core.m_EndlessHook = false;
|
||||
|
|
|
@ -129,10 +129,10 @@ public:
|
|||
void ResetPrediction();
|
||||
void SetTuneZone(int Zone);
|
||||
|
||||
bool CanNotHammerHit() { return m_Core.m_NoHammerHit; }
|
||||
bool CanNotShotgunHit() { return m_Core.m_NoShotgunHit; }
|
||||
bool CanNotLaserHit() { return m_Core.m_NoLaserHit; }
|
||||
bool CanNotGrenadeHit() { return m_Core.m_NoGrenadeHit; }
|
||||
bool HammerHitDisabled() { return m_Core.m_HammerHitDisabled; }
|
||||
bool ShotgunHitDisabled() { return m_Core.m_ShotgunHitDisabled; }
|
||||
bool LaserHitDisabled() { return m_Core.m_LaserHitDisabled; }
|
||||
bool GrenadeHitDisabled() { return m_Core.m_GrenadeHitDisabled; }
|
||||
|
||||
bool IsSuper() { return m_Core.m_Super; }
|
||||
|
||||
|
|
|
@ -35,12 +35,12 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
|
|||
CCharacter *pHit;
|
||||
bool DontHitSelf = (g_Config.m_SvOldLaser || !GameWorld()->m_WorldConfig.m_IsDDRace) || (m_Bounces == 0 && !m_WasTele);
|
||||
|
||||
if(pOwnerChar ? (!pOwnerChar->CanNotLaserHit() && m_Type == WEAPON_LASER) || (!pOwnerChar->CanNotShotgunHit() && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
|
||||
if(pOwnerChar ? (!pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) || (!pOwnerChar->ShotgunHitDisabled() && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
|
||||
pHit = GameWorld()->IntersectCharacter(m_Pos, To, 0.f, At, DontHitSelf ? pOwnerChar : 0, m_Owner);
|
||||
else
|
||||
pHit = GameWorld()->IntersectCharacter(m_Pos, To, 0.f, At, DontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
|
||||
|
||||
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->CanNotLaserHit() && m_Type == WEAPON_LASER) || (pOwnerChar->CanNotShotgunHit() && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
|
||||
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) || (pOwnerChar->ShotgunHitDisabled() && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
|
||||
return false;
|
||||
m_From = From;
|
||||
m_Pos = At;
|
||||
|
|
|
@ -99,7 +99,7 @@ void CProjectile::Tick()
|
|||
isWeaponCollide = true;
|
||||
}
|
||||
|
||||
if(((pTargetChr && (pOwnerChar ? !pOwnerChar->CanNotGrenadeHit() : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)
|
||||
if(((pTargetChr && (pOwnerChar ? !pOwnerChar->GrenadeHitDisabled() : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !isWeaponCollide)
|
||||
{
|
||||
if(m_Explosive && (!pTargetChr || (pTargetChr && (!m_Freeze || (m_Type == WEAPON_SHOTGUN && Collide)))))
|
||||
{
|
||||
|
|
|
@ -346,14 +346,14 @@ void CGameWorld::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage,
|
|||
|
||||
float Dmg = Strength * l;
|
||||
if((int)Dmg)
|
||||
if((GetCharacterByID(Owner) ? !GetCharacterByID(Owner)->CanNotGrenadeHit() : g_Config.m_SvHit || NoDamage) || Owner == pChar->GetCID())
|
||||
if((GetCharacterByID(Owner) ? !GetCharacterByID(Owner)->GrenadeHitDisabled() : g_Config.m_SvHit || NoDamage) || Owner == pChar->GetCID())
|
||||
{
|
||||
if(Owner != -1 && !pChar->CanCollide(Owner))
|
||||
continue;
|
||||
if(Owner == -1 && ActivatedTeam != -1 && pChar->Team() != ActivatedTeam)
|
||||
continue;
|
||||
pChar->TakeDamage(ForceDir * Dmg * 2, (int)Dmg, Owner, Weapon);
|
||||
if(GetCharacterByID(Owner) ? GetCharacterByID(Owner)->CanNotGrenadeHit() : !g_Config.m_SvHit || NoDamage)
|
||||
if(GetCharacterByID(Owner) ? GetCharacterByID(Owner)->GrenadeHitDisabled() : !g_Config.m_SvHit || NoDamage)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -93,14 +93,14 @@ void CCharacterCore::Reset()
|
|||
// DDNet Character
|
||||
m_Solo = false;
|
||||
m_Jetpack = false;
|
||||
m_NoCollision = false;
|
||||
m_CollisionDisabled = false;
|
||||
m_EndlessHook = false;
|
||||
m_EndlessJump = false;
|
||||
m_NoHammerHit = false;
|
||||
m_NoGrenadeHit = false;
|
||||
m_NoLaserHit = false;
|
||||
m_NoShotgunHit = false;
|
||||
m_NoHookHit = false;
|
||||
m_HammerHitDisabled = false;
|
||||
m_GrenadeHitDisabled = false;
|
||||
m_LaserHitDisabled = false;
|
||||
m_ShotgunHitDisabled = false;
|
||||
m_HookHitDisabled = false;
|
||||
m_Super = false;
|
||||
m_HasTelegunGun = false;
|
||||
m_HasTelegunGrenade = false;
|
||||
|
@ -276,7 +276,7 @@ void CCharacterCore::Tick(bool UseInput)
|
|||
}
|
||||
|
||||
// Check against other players first
|
||||
if(!this->m_NoHookHit && m_pWorld && m_Tuning.m_PlayerHooking)
|
||||
if(!this->m_HookHitDisabled && m_pWorld && m_Tuning.m_PlayerHooking)
|
||||
{
|
||||
float Distance = 0.0f;
|
||||
for(int i = 0; i < MAX_CLIENTS; i++)
|
||||
|
@ -410,7 +410,7 @@ void CCharacterCore::Tick(bool UseInput)
|
|||
{
|
||||
vec2 Dir = normalize(m_Pos - pCharCore->m_Pos);
|
||||
|
||||
bool CanCollide = (m_Super || pCharCore->m_Super) || (!m_NoCollision && !pCharCore->m_NoCollision && m_Tuning.m_PlayerCollision);
|
||||
bool CanCollide = (m_Super || pCharCore->m_Super) || (!m_CollisionDisabled && !pCharCore->m_CollisionDisabled && m_Tuning.m_PlayerCollision);
|
||||
|
||||
if(CanCollide && Distance < PhysicalSize() * 1.25f && Distance > 0.0f)
|
||||
{
|
||||
|
@ -427,7 +427,7 @@ void CCharacterCore::Tick(bool UseInput)
|
|||
}
|
||||
|
||||
// handle hook influence
|
||||
if(!m_NoHookHit && m_HookedPlayer == i && m_Tuning.m_PlayerHooking)
|
||||
if(!m_HookHitDisabled && m_HookedPlayer == i && m_Tuning.m_PlayerHooking)
|
||||
{
|
||||
if(Distance > PhysicalSize() * 1.50f) // TODO: fix tweakable variable
|
||||
{
|
||||
|
@ -483,7 +483,7 @@ void CCharacterCore::Move()
|
|||
|
||||
m_Vel.x = m_Vel.x * (1.0f / RampValue);
|
||||
|
||||
if(m_pWorld && (m_Super || (m_Tuning.m_PlayerCollision && !m_NoCollision && !m_Solo)))
|
||||
if(m_pWorld && (m_Super || (m_Tuning.m_PlayerCollision && !m_CollisionDisabled && !m_Solo)))
|
||||
{
|
||||
// check player collision
|
||||
float Distance = distance(m_Pos, NewPos);
|
||||
|
@ -500,7 +500,7 @@ void CCharacterCore::Move()
|
|||
CCharacterCore *pCharCore = m_pWorld->m_apCharacters[p];
|
||||
if(!pCharCore || pCharCore == this)
|
||||
continue;
|
||||
if((!(pCharCore->m_Super || m_Super) && (m_Solo || pCharCore->m_Solo || pCharCore->m_NoCollision || (m_Id != -1 && !m_pTeams->CanCollide(m_Id, p)))))
|
||||
if((!(pCharCore->m_Super || m_Super) && (m_Solo || pCharCore->m_Solo || pCharCore->m_CollisionDisabled || (m_Id != -1 && !m_pTeams->CanCollide(m_Id, p)))))
|
||||
continue;
|
||||
float D = distance(Pos, pCharCore->m_Pos);
|
||||
if(D < PhysicalSize() && D >= 0.0f)
|
||||
|
@ -562,12 +562,12 @@ void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
|
|||
// Collision
|
||||
m_Solo = pObjDDNet->m_Flags & CHARACTERFLAG_SOLO;
|
||||
m_Jetpack = pObjDDNet->m_Flags & CHARACTERFLAG_JETPACK;
|
||||
m_NoCollision = pObjDDNet->m_Flags & CHARACTERFLAG_NO_COLLISION;
|
||||
m_NoHammerHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
|
||||
m_NoShotgunHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_SHOTGUN_HIT;
|
||||
m_NoGrenadeHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
|
||||
m_NoLaserHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_LASER_HIT;
|
||||
m_NoHookHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HOOK;
|
||||
m_CollisionDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_COLLISION_DISABLED;
|
||||
m_HammerHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_HAMMER_HIT_DISABLED;
|
||||
m_ShotgunHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
|
||||
m_GrenadeHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_GRENADE_HIT_DISABLED;
|
||||
m_LaserHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_LASER_HIT_DISABLED;
|
||||
m_HookHitDisabled = pObjDDNet->m_Flags & CHARACTERFLAG_HOOK_HIT_DISABLED;
|
||||
m_Super = pObjDDNet->m_Flags & CHARACTERFLAG_SUPER;
|
||||
|
||||
// Endless
|
||||
|
@ -577,7 +577,7 @@ void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
|
|||
// Freeze
|
||||
m_FreezeEnd = pObjDDNet->m_FreezeEnd;
|
||||
m_DeepFrozen = pObjDDNet->m_FreezeEnd == -1;
|
||||
m_LiveFrozen = (pObjDDNet->m_Flags & CHARACTERFLAG_NO_MOVEMENTS) != 0;
|
||||
m_LiveFrozen = (pObjDDNet->m_Flags & CHARACTERFLAG_MOVEMENTS_DISABLED) != 0;
|
||||
|
||||
// Telegun
|
||||
m_HasTelegunGrenade = pObjDDNet->m_Flags & CHARACTERFLAG_TELEGUN_GRENADE;
|
||||
|
|
|
@ -291,14 +291,14 @@ public:
|
|||
void ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet);
|
||||
bool m_Solo;
|
||||
bool m_Jetpack;
|
||||
bool m_NoCollision;
|
||||
bool m_CollisionDisabled;
|
||||
bool m_EndlessHook;
|
||||
bool m_EndlessJump;
|
||||
bool m_NoHammerHit;
|
||||
bool m_NoGrenadeHit;
|
||||
bool m_NoLaserHit;
|
||||
bool m_NoShotgunHit;
|
||||
bool m_NoHookHit;
|
||||
bool m_HammerHitDisabled;
|
||||
bool m_GrenadeHitDisabled;
|
||||
bool m_LaserHitDisabled;
|
||||
bool m_ShotgunHitDisabled;
|
||||
bool m_HookHitDisabled;
|
||||
bool m_Super;
|
||||
bool m_HasTelegunGun;
|
||||
bool m_HasTelegunGrenade;
|
||||
|
|
|
@ -439,7 +439,7 @@ void CCharacter::FireWeapon()
|
|||
|
||||
Antibot()->OnHammerFire(m_pPlayer->GetCID());
|
||||
|
||||
if(m_Core.m_NoHammerHit)
|
||||
if(m_Core.m_HammerHitDisabled)
|
||||
break;
|
||||
|
||||
CCharacter *apEnts[MAX_CLIENTS];
|
||||
|
@ -1154,22 +1154,22 @@ void CCharacter::Snap(int SnappingClient)
|
|||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SUPER;
|
||||
if(m_Core.m_EndlessHook)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_HOOK;
|
||||
if(m_Core.m_NoCollision || !GameServer()->Tuning()->m_PlayerCollision)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_COLLISION;
|
||||
if(m_Core.m_NoHookHit || !GameServer()->Tuning()->m_PlayerHooking)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HOOK;
|
||||
if(m_Core.m_CollisionDisabled || !GameServer()->Tuning()->m_PlayerCollision)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_COLLISION_DISABLED;
|
||||
if(m_Core.m_HookHitDisabled || !GameServer()->Tuning()->m_PlayerHooking)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_HOOK_HIT_DISABLED;
|
||||
if(m_Core.m_EndlessJump)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_ENDLESS_JUMP;
|
||||
if(m_Core.m_Jetpack)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_JETPACK;
|
||||
if(m_Core.m_NoHammerHit)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_HAMMER_HIT;
|
||||
if(m_Core.m_NoShotgunHit)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_SHOTGUN_HIT;
|
||||
if(m_Core.m_NoGrenadeHit)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_GRENADE_HIT;
|
||||
if(m_Core.m_NoLaserHit)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_LASER_HIT;
|
||||
if(m_Core.m_HammerHitDisabled)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_HAMMER_HIT_DISABLED;
|
||||
if(m_Core.m_ShotgunHitDisabled)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_SHOTGUN_HIT_DISABLED;
|
||||
if(m_Core.m_GrenadeHitDisabled)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_GRENADE_HIT_DISABLED;
|
||||
if(m_Core.m_LaserHitDisabled)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_LASER_HIT_DISABLED;
|
||||
if(m_Core.m_HasTelegunGun)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_TELEGUN_GUN;
|
||||
if(m_Core.m_HasTelegunGrenade)
|
||||
|
@ -1189,7 +1189,7 @@ void CCharacter::Snap(int SnappingClient)
|
|||
if(m_Core.m_ActiveWeapon == WEAPON_NINJA)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_WEAPON_NINJA;
|
||||
if(m_Core.m_LiveFrozen)
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_NO_MOVEMENTS;
|
||||
pDDNetCharacter->m_Flags |= CHARACTERFLAG_MOVEMENTS_DISABLED;
|
||||
|
||||
pDDNetCharacter->m_FreezeEnd = m_Core.m_DeepFrozen ? -1 : m_FreezeTime == 0 ? 0 : Server()->Tick() + m_FreezeTime;
|
||||
pDDNetCharacter->m_Jumps = m_Core.m_Jumps;
|
||||
|
@ -1450,55 +1450,55 @@ void CCharacter::HandleTiles(int Index)
|
|||
}
|
||||
|
||||
// hit others
|
||||
if(((m_TileIndex == TILE_HIT_DISABLE) || (m_TileFIndex == TILE_HIT_DISABLE)) && (!m_Core.m_NoHammerHit || !m_Core.m_NoShotgunHit || !m_Core.m_NoGrenadeHit || !m_Core.m_NoLaserHit))
|
||||
if(((m_TileIndex == TILE_HIT_DISABLE) || (m_TileFIndex == TILE_HIT_DISABLE)) && (!m_Core.m_HammerHitDisabled || !m_Core.m_ShotgunHitDisabled || !m_Core.m_GrenadeHitDisabled || !m_Core.m_LaserHitDisabled))
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hit others");
|
||||
m_Core.m_NoHammerHit = true;
|
||||
m_Core.m_NoShotgunHit = true;
|
||||
m_Core.m_NoGrenadeHit = true;
|
||||
m_Core.m_NoLaserHit = true;
|
||||
m_Core.m_HammerHitDisabled = true;
|
||||
m_Core.m_ShotgunHitDisabled = true;
|
||||
m_Core.m_GrenadeHitDisabled = true;
|
||||
m_Core.m_LaserHitDisabled = true;
|
||||
m_NeededFaketuning |= FAKETUNE_NOHAMMER;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
else if(((m_TileIndex == TILE_HIT_ENABLE) || (m_TileFIndex == TILE_HIT_ENABLE)) && (m_Core.m_NoHammerHit || m_Core.m_NoShotgunHit || m_Core.m_NoGrenadeHit || m_Core.m_NoLaserHit))
|
||||
else if(((m_TileIndex == TILE_HIT_ENABLE) || (m_TileFIndex == TILE_HIT_ENABLE)) && (m_Core.m_HammerHitDisabled || m_Core.m_ShotgunHitDisabled || m_Core.m_GrenadeHitDisabled || m_Core.m_LaserHitDisabled))
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hit others");
|
||||
m_Core.m_NoShotgunHit = false;
|
||||
m_Core.m_NoGrenadeHit = false;
|
||||
m_Core.m_NoHammerHit = false;
|
||||
m_Core.m_NoLaserHit = false;
|
||||
m_Core.m_ShotgunHitDisabled = false;
|
||||
m_Core.m_GrenadeHitDisabled = false;
|
||||
m_Core.m_HammerHitDisabled = false;
|
||||
m_Core.m_LaserHitDisabled = false;
|
||||
m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
|
||||
// collide with others
|
||||
if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && !m_Core.m_NoCollision)
|
||||
if(((m_TileIndex == TILE_NPC_DISABLE) || (m_TileFIndex == TILE_NPC_DISABLE)) && !m_Core.m_CollisionDisabled)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't collide with others");
|
||||
m_Core.m_NoCollision = true;
|
||||
m_Core.m_CollisionDisabled = true;
|
||||
m_NeededFaketuning |= FAKETUNE_NOCOLL;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && m_Core.m_NoCollision)
|
||||
else if(((m_TileIndex == TILE_NPC_ENABLE) || (m_TileFIndex == TILE_NPC_ENABLE)) && m_Core.m_CollisionDisabled)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can collide with others");
|
||||
m_Core.m_NoCollision = false;
|
||||
m_Core.m_CollisionDisabled = false;
|
||||
m_NeededFaketuning &= ~FAKETUNE_NOCOLL;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
|
||||
// hook others
|
||||
if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && !m_Core.m_NoHookHit)
|
||||
if(((m_TileIndex == TILE_NPH_DISABLE) || (m_TileFIndex == TILE_NPH_DISABLE)) && !m_Core.m_HookHitDisabled)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hook others");
|
||||
m_Core.m_NoHookHit = true;
|
||||
m_Core.m_HookHitDisabled = true;
|
||||
m_NeededFaketuning |= FAKETUNE_NOHOOK;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && m_Core.m_NoHookHit)
|
||||
else if(((m_TileIndex == TILE_NPH_ENABLE) || (m_TileFIndex == TILE_NPH_ENABLE)) && m_Core.m_HookHitDisabled)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hook others");
|
||||
m_Core.m_NoHookHit = false;
|
||||
m_Core.m_HookHitDisabled = false;
|
||||
m_NeededFaketuning &= ~FAKETUNE_NOHOOK;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
|
@ -1668,49 +1668,49 @@ void CCharacter::HandleTiles(int Index)
|
|||
m_Core.m_LiveFrozen = false;
|
||||
}
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_NoHammerHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_HammerHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hammer hit others");
|
||||
m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
|
||||
m_Core.m_NoHammerHit = false;
|
||||
m_Core.m_HammerHitDisabled = false;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_NoHammerHit) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_HammerHitDisabled) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hammer hit others");
|
||||
m_NeededFaketuning |= FAKETUNE_NOHAMMER;
|
||||
m_Core.m_NoHammerHit = true;
|
||||
m_Core.m_HammerHitDisabled = true;
|
||||
GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_NoShotgunHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_ShotgunHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with shotgun");
|
||||
m_Core.m_NoShotgunHit = false;
|
||||
m_Core.m_ShotgunHitDisabled = false;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_NoShotgunHit) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_ShotgunHitDisabled) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with shotgun");
|
||||
m_Core.m_NoShotgunHit = true;
|
||||
m_Core.m_ShotgunHitDisabled = true;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_NoGrenadeHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_GrenadeHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with grenade");
|
||||
m_Core.m_NoGrenadeHit = false;
|
||||
m_Core.m_GrenadeHitDisabled = false;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_NoGrenadeHit) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_GrenadeHitDisabled) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with grenade");
|
||||
m_Core.m_NoGrenadeHit = true;
|
||||
m_Core.m_GrenadeHitDisabled = true;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_NoLaserHit && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_ENABLE && m_Core.m_LaserHitDisabled && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can shoot others with laser");
|
||||
m_Core.m_NoLaserHit = false;
|
||||
m_Core.m_LaserHitDisabled = false;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_NoLaserHit) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_HIT_DISABLE && !(m_Core.m_LaserHitDisabled) && Collision()->GetSwitchDelay(MapIndex) == WEAPON_LASER)
|
||||
{
|
||||
GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't shoot others with laser");
|
||||
m_Core.m_NoLaserHit = true;
|
||||
m_Core.m_LaserHitDisabled = true;
|
||||
}
|
||||
else if(Collision()->GetSwitchType(MapIndex) == TILE_JUMP)
|
||||
{
|
||||
|
@ -2247,17 +2247,17 @@ void CCharacter::DDRaceInit()
|
|||
m_Core.m_EndlessHook = g_Config.m_SvEndlessDrag;
|
||||
if(g_Config.m_SvHit)
|
||||
{
|
||||
m_Core.m_NoHammerHit = false;
|
||||
m_Core.m_NoShotgunHit = false;
|
||||
m_Core.m_NoGrenadeHit = false;
|
||||
m_Core.m_NoLaserHit = false;
|
||||
m_Core.m_HammerHitDisabled = false;
|
||||
m_Core.m_ShotgunHitDisabled = false;
|
||||
m_Core.m_GrenadeHitDisabled = false;
|
||||
m_Core.m_LaserHitDisabled = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Core.m_NoHammerHit = true;
|
||||
m_Core.m_NoShotgunHit = true;
|
||||
m_Core.m_NoGrenadeHit = true;
|
||||
m_Core.m_NoLaserHit = true;
|
||||
m_Core.m_HammerHitDisabled = true;
|
||||
m_Core.m_ShotgunHitDisabled = true;
|
||||
m_Core.m_GrenadeHitDisabled = true;
|
||||
m_Core.m_LaserHitDisabled = true;
|
||||
}
|
||||
m_Core.m_Jumps = 2;
|
||||
m_FreezeHammer = false;
|
||||
|
|
|
@ -241,10 +241,10 @@ public:
|
|||
bool HasTelegunGrenade() { return m_Core.m_HasTelegunGrenade; }
|
||||
bool HasTelegunLaser() { return m_Core.m_HasTelegunLaser; }
|
||||
|
||||
bool CanNotHammerHit() { return m_Core.m_NoHammerHit; }
|
||||
bool CanNotShotgunHit() { return m_Core.m_NoShotgunHit; }
|
||||
bool CanNotLaserHit() { return m_Core.m_NoLaserHit; }
|
||||
bool CanNotGrenadeHit() { return m_Core.m_NoGrenadeHit; }
|
||||
bool HammerHitDisabled() { return m_Core.m_HammerHitDisabled; }
|
||||
bool ShotgunHitDisabled() { return m_Core.m_ShotgunHitDisabled; }
|
||||
bool LaserHitDisabled() { return m_Core.m_LaserHitDisabled; }
|
||||
bool GrenadeHitDisabled() { return m_Core.m_GrenadeHitDisabled; }
|
||||
|
||||
bool IsSuper() { return m_Core.m_Super; }
|
||||
|
||||
|
|
|
@ -42,12 +42,12 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
|
|||
CCharacter *pHit;
|
||||
bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
|
||||
|
||||
if(pOwnerChar ? (!pOwnerChar->CanNotLaserHit() && m_Type == WEAPON_LASER) || (!pOwnerChar->CanNotShotgunHit() && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
|
||||
if(pOwnerChar ? (!pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) || (!pOwnerChar->ShotgunHitDisabled() && m_Type == WEAPON_SHOTGUN) : g_Config.m_SvHit)
|
||||
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
|
||||
else
|
||||
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
|
||||
|
||||
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->CanNotLaserHit() && m_Type == WEAPON_LASER) || (pOwnerChar->CanNotShotgunHit() && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
|
||||
if(!pHit || (pHit == pOwnerChar && g_Config.m_SvOldLaser) || (pHit != pOwnerChar && pOwnerChar ? (pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) || (pOwnerChar->ShotgunHitDisabled() && m_Type == WEAPON_SHOTGUN) : !g_Config.m_SvHit))
|
||||
return false;
|
||||
m_From = From;
|
||||
m_Pos = At;
|
||||
|
@ -210,7 +210,7 @@ void CLaser::DoBounce()
|
|||
bool pDontHitSelf = g_Config.m_SvOldLaser || (m_Bounces == 0 && !m_WasTele);
|
||||
vec2 At;
|
||||
CCharacter *pHit;
|
||||
if(pOwnerChar ? (!pOwnerChar->CanNotLaserHit() && m_Type == WEAPON_LASER) : g_Config.m_SvHit)
|
||||
if(pOwnerChar ? (!pOwnerChar->LaserHitDisabled() && m_Type == WEAPON_LASER) : g_Config.m_SvHit)
|
||||
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner);
|
||||
else
|
||||
pHit = GameServer()->m_World.IntersectCharacter(m_Pos, To, 0.f, At, pDontHitSelf ? pOwnerChar : 0, m_Owner, pOwnerChar);
|
||||
|
|
|
@ -124,7 +124,7 @@ void CProjectile::Tick()
|
|||
|
||||
CCharacter *pTargetChr = 0;
|
||||
|
||||
if(pOwnerChar ? !pOwnerChar->CanNotGrenadeHit() : g_Config.m_SvHit)
|
||||
if(pOwnerChar ? !pOwnerChar->GrenadeHitDisabled() : g_Config.m_SvHit)
|
||||
pTargetChr = GameServer()->m_World.IntersectCharacter(PrevPos, ColPos, m_Freeze ? 1.0f : 6.0f, ColPos, pOwnerChar, m_Owner);
|
||||
|
||||
if(m_LifeSpan > -1)
|
||||
|
@ -151,7 +151,7 @@ void CProjectile::Tick()
|
|||
return;
|
||||
}
|
||||
|
||||
if(((pTargetChr && (pOwnerChar ? !pOwnerChar->CanNotGrenadeHit() : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !IsWeaponCollide)
|
||||
if(((pTargetChr && (pOwnerChar ? !pOwnerChar->GrenadeHitDisabled() : g_Config.m_SvHit || m_Owner == -1 || pTargetChr == pOwnerChar)) || Collide || GameLayerClipped(CurPos)) && !IsWeaponCollide)
|
||||
{
|
||||
if(m_Explosive /*??*/ && (!pTargetChr || (pTargetChr && (!m_Freeze || (m_Type == WEAPON_SHOTGUN && Collide)))))
|
||||
{
|
||||
|
|
|
@ -291,7 +291,7 @@ void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamag
|
|||
if(!(int)Dmg)
|
||||
continue;
|
||||
|
||||
if((GetPlayerChar(Owner) ? !GetPlayerChar(Owner)->CanNotGrenadeHit() : g_Config.m_SvHit) || NoDamage || Owner == apEnts[i]->GetPlayer()->GetCID())
|
||||
if((GetPlayerChar(Owner) ? !GetPlayerChar(Owner)->GrenadeHitDisabled() : g_Config.m_SvHit) || NoDamage || Owner == apEnts[i]->GetPlayer()->GetCID())
|
||||
{
|
||||
if(Owner != -1 && apEnts[i]->IsAlive() && !apEnts[i]->CanCollide(Owner))
|
||||
continue;
|
||||
|
@ -300,7 +300,7 @@ void CGameContext::CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamag
|
|||
|
||||
// Explode at most once per team
|
||||
int PlayerTeam = apEnts[i]->Team();
|
||||
if((GetPlayerChar(Owner) ? GetPlayerChar(Owner)->CanNotGrenadeHit() : !g_Config.m_SvHit) || NoDamage)
|
||||
if((GetPlayerChar(Owner) ? GetPlayerChar(Owner)->GrenadeHitDisabled() : !g_Config.m_SvHit) || NoDamage)
|
||||
{
|
||||
if(!CmaskIsSet(TeamMask, PlayerTeam))
|
||||
continue;
|
||||
|
|
|
@ -45,15 +45,15 @@ void CSaveTee::Save(CCharacter *pChr)
|
|||
m_EndlessHook = pChr->m_Core.m_EndlessHook;
|
||||
m_DDRaceState = pChr->m_DDRaceState;
|
||||
|
||||
m_NoHitFlags = 0;
|
||||
if(pChr->m_Core.m_NoHammerHit)
|
||||
m_NoHitFlags |= CSaveTee::DISABLE_HIT_HAMMER;
|
||||
if(pChr->m_Core.m_NoShotgunHit)
|
||||
m_NoHitFlags |= CSaveTee::DISABLE_HIT_SHOTGUN;
|
||||
if(pChr->m_Core.m_NoGrenadeHit)
|
||||
m_NoHitFlags |= CSaveTee::DISABLE_HIT_GRENADE;
|
||||
if(pChr->m_Core.m_NoLaserHit)
|
||||
m_NoHitFlags |= CSaveTee::DISABLE_HIT_LASER;
|
||||
m_HitDisabledFlags = 0;
|
||||
if(pChr->m_Core.m_HammerHitDisabled)
|
||||
m_HitDisabledFlags |= CSaveTee::HAMMER_HIT_DISABLED;
|
||||
if(pChr->m_Core.m_ShotgunHitDisabled)
|
||||
m_HitDisabledFlags |= CSaveTee::SHOTGUN_HIT_DISABLED;
|
||||
if(pChr->m_Core.m_GrenadeHitDisabled)
|
||||
m_HitDisabledFlags |= CSaveTee::GRENADE_HIT_DISABLED;
|
||||
if(pChr->m_Core.m_LaserHitDisabled)
|
||||
m_HitDisabledFlags |= CSaveTee::LASER_HIT_DISABLED;
|
||||
|
||||
m_TuneZone = pChr->m_TuneZone;
|
||||
m_TuneZoneOld = pChr->m_TuneZoneOld;
|
||||
|
@ -86,8 +86,8 @@ void CSaveTee::Save(CCharacter *pChr)
|
|||
// Core
|
||||
m_CorePos = pChr->m_Core.m_Pos;
|
||||
m_Vel = pChr->m_Core.m_Vel;
|
||||
m_Hook = !pChr->m_Core.m_NoHookHit;
|
||||
m_Collision = !pChr->m_Core.m_NoCollision;
|
||||
m_HookHitEnabled = !pChr->m_Core.m_HookHitDisabled;
|
||||
m_CollisionEnabled = !pChr->m_Core.m_CollisionDisabled;
|
||||
m_ActiveWeapon = pChr->m_Core.m_ActiveWeapon;
|
||||
m_Jumped = pChr->m_Core.m_Jumped;
|
||||
m_JumpedTotal = pChr->m_Core.m_JumpedTotal;
|
||||
|
@ -149,10 +149,10 @@ void CSaveTee::Load(CCharacter *pChr, int Team, bool IsSwap)
|
|||
pChr->m_Core.m_EndlessHook = m_EndlessHook;
|
||||
pChr->m_DDRaceState = m_DDRaceState;
|
||||
|
||||
pChr->m_Core.m_NoHammerHit = m_NoHitFlags & CSaveTee::DISABLE_HIT_HAMMER;
|
||||
pChr->m_Core.m_NoShotgunHit = m_NoHitFlags & CSaveTee::DISABLE_HIT_SHOTGUN;
|
||||
pChr->m_Core.m_NoGrenadeHit = m_NoHitFlags & CSaveTee::DISABLE_HIT_GRENADE;
|
||||
pChr->m_Core.m_NoLaserHit = m_NoHitFlags & CSaveTee::DISABLE_HIT_LASER;
|
||||
pChr->m_Core.m_HammerHitDisabled = m_HitDisabledFlags & CSaveTee::HAMMER_HIT_DISABLED;
|
||||
pChr->m_Core.m_ShotgunHitDisabled = m_HitDisabledFlags & CSaveTee::SHOTGUN_HIT_DISABLED;
|
||||
pChr->m_Core.m_GrenadeHitDisabled = m_HitDisabledFlags & CSaveTee::GRENADE_HIT_DISABLED;
|
||||
pChr->m_Core.m_LaserHitDisabled = m_HitDisabledFlags & CSaveTee::LASER_HIT_DISABLED;
|
||||
|
||||
pChr->m_TuneZone = m_TuneZone;
|
||||
pChr->m_TuneZoneOld = m_TuneZoneOld;
|
||||
|
@ -183,8 +183,8 @@ void CSaveTee::Load(CCharacter *pChr, int Team, bool IsSwap)
|
|||
// Core
|
||||
pChr->m_Core.m_Pos = m_CorePos;
|
||||
pChr->m_Core.m_Vel = m_Vel;
|
||||
pChr->m_Core.m_NoHookHit = !m_Hook;
|
||||
pChr->m_Core.m_NoCollision = !m_Collision;
|
||||
pChr->m_Core.m_HookHitDisabled = !m_HookHitEnabled;
|
||||
pChr->m_Core.m_CollisionDisabled = !m_CollisionEnabled;
|
||||
pChr->m_Core.m_ActiveWeapon = m_ActiveWeapon;
|
||||
pChr->m_Core.m_Jumped = m_Jumped;
|
||||
pChr->m_Core.m_JumpedTotal = m_JumpedTotal;
|
||||
|
@ -283,7 +283,7 @@ char *CSaveTee::GetString(const CSaveTeam *pTeam)
|
|||
m_LastWeapon, m_QueuedWeapon,
|
||||
// tee states
|
||||
m_EndlessJump, m_Jetpack, m_NinjaJetpack, m_FreezeTime, m_FreezeStart, m_DeepFrozen, m_EndlessHook,
|
||||
m_DDRaceState, m_NoHitFlags, m_Collision, m_TuneZone, m_TuneZoneOld, m_Hook, m_Time,
|
||||
m_DDRaceState, m_HitDisabledFlags, m_CollisionEnabled, m_TuneZone, m_TuneZoneOld, m_HookHitEnabled, m_Time,
|
||||
(int)m_Pos.x, (int)m_Pos.y, (int)m_PrevPos.x, (int)m_PrevPos.y,
|
||||
m_TeleCheckpoint, m_LastPenalty,
|
||||
(int)m_CorePos.x, (int)m_CorePos.y, m_Vel.x, m_Vel.y,
|
||||
|
@ -356,7 +356,7 @@ int CSaveTee::FromString(const char *pString)
|
|||
&m_LastWeapon, &m_QueuedWeapon,
|
||||
// tee states
|
||||
&m_EndlessJump, &m_Jetpack, &m_NinjaJetpack, &m_FreezeTime, &m_FreezeStart, &m_DeepFrozen, &m_EndlessHook,
|
||||
&m_DDRaceState, &m_NoHitFlags, &m_Collision, &m_TuneZone, &m_TuneZoneOld, &m_Hook, &m_Time,
|
||||
&m_DDRaceState, &m_HitDisabledFlags, &m_CollisionEnabled, &m_TuneZone, &m_TuneZoneOld, &m_HookHitEnabled, &m_Time,
|
||||
&m_Pos.x, &m_Pos.y, &m_PrevPos.x, &m_PrevPos.y,
|
||||
&m_TeleCheckpoint, &m_LastPenalty,
|
||||
&m_CorePos.x, &m_CorePos.y, &m_Vel.x, &m_Vel.y,
|
||||
|
|
|
@ -30,10 +30,10 @@ public:
|
|||
enum
|
||||
{
|
||||
HIT_ALL = 0,
|
||||
DISABLE_HIT_HAMMER = 1,
|
||||
DISABLE_HIT_SHOTGUN = 2,
|
||||
DISABLE_HIT_GRENADE = 4,
|
||||
DISABLE_HIT_LASER = 8
|
||||
HAMMER_HIT_DISABLED = 1,
|
||||
SHOTGUN_HIT_DISABLED = 2,
|
||||
GRENADE_HIT_DISABLED = 4,
|
||||
LASER_HIT_DISABLED = 8
|
||||
};
|
||||
|
||||
private:
|
||||
|
@ -72,11 +72,11 @@ private:
|
|||
int m_EndlessHook;
|
||||
int m_DDRaceState;
|
||||
|
||||
int m_NoHitFlags;
|
||||
int m_Collision;
|
||||
int m_HitDisabledFlags;
|
||||
int m_CollisionEnabled;
|
||||
int m_TuneZone;
|
||||
int m_TuneZoneOld;
|
||||
int m_Hook;
|
||||
int m_HookHitEnabled;
|
||||
int m_Time;
|
||||
vec2 m_Pos;
|
||||
vec2 m_PrevPos;
|
||||
|
|
Loading…
Reference in a new issue