diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index d9a39bb1a..17357d5fd 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -27,7 +27,7 @@ CInputCount CountInput(int Prev, int Cur) Prev &= INPUT_STATE_MASK; Cur &= INPUT_STATE_MASK; int i = Prev; - + while(i != Cur) { i = (i+1)&INPUT_STATE_MASK; @@ -80,7 +80,7 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos) m_ReckoningTick = 0; mem_zero(&m_SendCore, sizeof(m_SendCore)); mem_zero(&m_ReckoningCore, sizeof(m_ReckoningCore)); - + GameServer()->m_World.InsertEntity(this); m_Alive = true; if(m_pPlayer->m_RconFreeze) Freeze(-1); @@ -99,12 +99,12 @@ void CCharacter::SetWeapon(int W) { if(W == m_ActiveWeapon) return; - + m_LastWeapon = m_ActiveWeapon; m_QueuedWeapon = -1; m_ActiveWeapon = W; GameServer()->CreateSound(m_Pos, SOUND_WEAPON_SWITCH); - + if(m_ActiveWeapon < 0 || m_ActiveWeapon >= NUM_WEAPONS) m_ActiveWeapon = 0; } @@ -123,7 +123,7 @@ void CCharacter::HandleNinja() { if(m_ActiveWeapon != WEAPON_NINJA) return; - + vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY)); if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000)) @@ -137,7 +137,7 @@ void CCharacter::HandleNinja() SetWeapon(m_ActiveWeapon); return; } - + // force ninja Weapon SetWeapon(WEAPON_NINJA); @@ -155,7 +155,7 @@ void CCharacter::HandleNinja() m_Core.m_Vel = m_Ninja.m_ActivationDir * g_pData->m_Weapons.m_Ninja.m_Velocity; vec2 OldPos = m_Pos; GameServer()->Collision()->MoveBox(&m_Core.m_Pos, &m_Core.m_Vel, vec2(m_ProximityRadius, m_ProximityRadius), 0.f); - + // reset velocity so the client doesn't predict stuff m_Core.m_Vel = vec2(0.f, 0.f); @@ -171,7 +171,7 @@ void CCharacter::HandleNinja() { if (aEnts[i] == this) continue; - + // make sure we haven't Hit this object before bool bAlreadyHit = false; for (int j = 0; j < m_NumObjectsHit; j++) @@ -191,11 +191,11 @@ void CCharacter::HandleNinja() // set his velocity to fast upward (for now) if(m_NumObjectsHit < 10) m_apHitObjects[m_NumObjectsHit++] = aEnts[i]; - + aEnts[i]->TakeDamage(vec2(0, 10.0f), g_pData->m_Weapons.m_Ninja.m_pBase->m_Damage, m_pPlayer->GetCID(), WEAPON_NINJA); } } - + return; } @@ -218,7 +218,7 @@ void CCharacter::HandleWeaponSwitch() int WantedWeapon = m_ActiveWeapon; if(m_QueuedWeapon != -1) WantedWeapon = m_QueuedWeapon; - + // select Weapon int Next = CountInput(m_LatestPrevInput.m_NextWeapon, m_LatestInput.m_NextWeapon).m_Presses; int Prev = CountInput(m_LatestPrevInput.m_PrevWeapon, m_LatestInput.m_PrevWeapon).m_Presses; @@ -250,7 +250,7 @@ void CCharacter::HandleWeaponSwitch() // check for insane values if(WantedWeapon >= 0 && WantedWeapon < NUM_WEAPONS && WantedWeapon != m_ActiveWeapon && m_aWeapons[WantedWeapon].m_Got) m_QueuedWeapon = WantedWeapon; - + DoWeaponSwitch(); } @@ -258,10 +258,10 @@ void CCharacter::FireWeapon() { if(m_ReloadTimer != 0 /*|| m_FreezeTime > 0*/) return; - + DoWeaponSwitch(); vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY)); - + bool FullAuto = false; if(m_ActiveWeapon == WEAPON_GRENADE || m_ActiveWeapon == WEAPON_SHOTGUN || m_ActiveWeapon == WEAPON_RIFLE) FullAuto = true; @@ -271,13 +271,13 @@ void CCharacter::FireWeapon() bool WillFire = false; if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses) WillFire = true; - + if(FullAuto && (m_LatestInput.m_Fire&1) && m_aWeapons[m_ActiveWeapon].m_Ammo) WillFire = true; - + if(!WillFire) return; - + // check for ammo if(!m_aWeapons[m_ActiveWeapon].m_Ammo) { @@ -286,7 +286,7 @@ void CCharacter::FireWeapon() GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG); return; } - + vec2 ProjStartPos = m_Pos+Direction*m_ProximityRadius*0.75f; switch(m_ActiveWeapon) { @@ -295,18 +295,18 @@ void CCharacter::FireWeapon() // reset objects Hit m_NumObjectsHit = 0; GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE); - + if (!g_Config.m_SvHit) break; - + CCharacter *aEnts[64]; int Hits = 0; - int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts, + int Num = GameServer()->m_World.FindEntities(ProjStartPos, m_ProximityRadius*0.5f, (CEntity**)aEnts, 64, NETOBJTYPE_CHARACTER); for (int i = 0; i < Num; ++i) { CCharacter *Target = aEnts[i]; - + //for DDRace mod or any other mod, which needs hammer hits through the wall remove second condition if ((Target == this) /*|| GameServer()->Collision()->IntersectLine(ProjStartPos, Target->m_Pos, NULL, NULL)*/) continue; @@ -314,22 +314,22 @@ void CCharacter::FireWeapon() // set his velocity to fast upward (for now) GameServer()->CreateHammerHit(m_Pos); aEnts[i]->TakeDamage(vec2(0.f, -1.f), g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage, m_pPlayer->GetCID(), m_ActiveWeapon); - + vec2 Dir; if (length(Target->m_Pos - m_Pos) > 0.0f) Dir = normalize(Target->m_Pos - m_Pos); else Dir = vec2(0.f, -1.f); - + Target->m_Core.m_Vel += normalize(Dir + vec2(0.f, -1.1f)) * 10.0f * (m_HammerType + 1); Target->UnFreeze(); Hits++; } - + // if we Hit anything, we have to wait for the reload if(Hits) m_ReloadTimer = Server()->TickSpeed()/3; - + } break; case WEAPON_GUN: @@ -339,26 +339,26 @@ void CCharacter::FireWeapon() ProjStartPos, Direction, (int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GunLifetime), - 0, - 0, - 0, - -1, + 0, + 0, + 0, + -1, WEAPON_GUN); - + // pack the Projectile and send it to the client Directly CNetObj_Projectile p; Proj->FillInfo(&p); - + CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE); Msg.AddInt(1); for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++) Msg.AddInt(((int *)&p)[i]); - + Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID()); - + GameServer()->CreateSound(m_Pos, SOUND_GUN_FIRE); } break; - + case WEAPON_SHOTGUN: { new CLaser(&GameServer()->m_World, m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID(), 1); @@ -367,7 +367,7 @@ void CCharacter::FireWeapon() CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE); Msg.AddInt(ShotSpread*2+1); - + for(int i = -ShotSpread; i <= ShotSpread; ++i) { float Spreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f}; @@ -381,17 +381,17 @@ void CCharacter::FireWeapon() vec2(cosf(a), sinf(a))*Speed, (int)(Server()->TickSpeed()*GameServer()->Tuning()->m_Shotm_GunLifetime), 1, 0, 0, -1, WEAPON_SHOTGUN); - + // pack the Projectile and send it to the client Directly CNetObj_Projectile p; Proj->FillInfo(&p); - + for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++) Msg.AddInt(((int *)&p)[i]); } - Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID()); - + Server()->SendMsg(&Msg, 0,m_pPlayer->GetCID()); + GameServer()->CreateSound(m_Pos, SOUND_SHOTGUN_FIRE);*/ } break; @@ -402,44 +402,44 @@ void CCharacter::FireWeapon() ProjStartPos, Direction, (int)(Server()->TickSpeed()*GameServer()->Tuning()->m_GrenadeLifetime), - 0, - true, - 0, + 0, + true, + 0, SOUND_GRENADE_EXPLODE, WEAPON_GRENADE); // pack the Projectile and send it to the client Directly CNetObj_Projectile p; Proj->FillInfo(&p); - + CMsgPacker Msg(NETMSGTYPE_SV_EXTRAPROJECTILE); Msg.AddInt(1); for(unsigned i = 0; i < sizeof(CNetObj_Projectile)/sizeof(int); i++) Msg.AddInt(((int *)&p)[i]); Server()->SendMsg(&Msg, 0, m_pPlayer->GetCID()); - + GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE); } break; - + case WEAPON_RIFLE: { new CLaser(GameWorld(), m_Pos, Direction, GameServer()->Tuning()->m_LaserReach, m_pPlayer->GetCID(), 0); //GameServer()->CreateSound(m_Pos, SOUND_RIFLE_FIRE); } break; - + case WEAPON_NINJA: { // reset Hit objects m_NumObjectsHit = 0; - + m_AttackTick = Server()->Tick(); m_Ninja.m_ActivationDir = Direction; //m_Ninja.m_CurrentMoveTime = g_pData->m_Weapons.m_Ninja.m_Movetime * Server()->TickSpeed() / 1000; m_Ninja.m_CurrentMoveTime = 10; //GameServer()->CreateSound(m_Pos, SOUND_NINJA_FIRE); } break; - + } - + m_AttackTick = Server()->Tick(); /* if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited @@ -453,7 +453,7 @@ void CCharacter::HandleWeapons() { //ninja HandleNinja(); - + vec2 Direction = normalize(vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY)); // check reload timer @@ -495,9 +495,9 @@ void CCharacter::HandleWeapons() bool CCharacter::GiveWeapon(int Weapon, int Ammo) { if(m_aWeapons[Weapon].m_Ammo < g_pData->m_Weapons.m_aId[Weapon].m_Maxammo || !m_aWeapons[Weapon].m_Got) - { + { m_aWeapons[Weapon].m_Got = true; - m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo); + if(!m_FreezeTime) m_aWeapons[Weapon].m_Ammo = min(g_pData->m_Weapons.m_aId[Weapon].m_Maxammo, Ammo); return true; } return false; @@ -509,7 +509,7 @@ void CCharacter::GiveNinja() GameServer()->CreateSound(m_Pos, SOUND_PICKUP_NINJA); m_Ninja.m_ActivationTick = Server()->Tick(); m_aWeapons[WEAPON_NINJA].m_Got = true; - m_aWeapons[WEAPON_NINJA].m_Ammo = -1; + if (!m_FreezeTime) m_aWeapons[WEAPON_NINJA].m_Ammo = -1; m_LastWeapon = m_ActiveWeapon; m_ActiveWeapon = WEAPON_NINJA; } @@ -525,27 +525,27 @@ void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput) // check for changes if(mem_comp(&m_Input, pNewInput, sizeof(CNetObj_PlayerInput)) != 0) m_LastAction = Server()->Tick(); - + // copy new input mem_copy(&m_Input, pNewInput, sizeof(m_Input)); m_NumInputs++; - + // or are not allowed to aim in the center if(m_Input.m_TargetX == 0 && m_Input.m_TargetY == 0) - m_Input.m_TargetY = -1; + m_Input.m_TargetY = -1; } void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput) { mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput)); mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput)); - + if(m_NumInputs > 2 && m_pPlayer->GetTeam() != -1) { HandleWeaponSwitch(); FireWeapon(); } - + mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput)); } @@ -560,7 +560,7 @@ void CCharacter::Tick() char Buf[128]; str_format(Buf, sizeof(Buf), "You were moved to %s due to team balancing", GameServer()->m_pController->GetTeamName(m_pPlayer->GetTeam())); GameServer()->SendBroadcast(Buf, m_pPlayer->GetCID()); - + m_pPlayer->m_ForceBalanced = false; } m_Armor=(m_FreezeTime != -1)?10-(m_FreezeTime/15):0; @@ -573,14 +573,14 @@ void CCharacter::Tick() { GameServer()->CreateDamageInd(m_Pos, 0, m_FreezeTime / Server()->TickSpeed()); } - (m_FreezeTime != -1)?m_FreezeTime--:0; + if(m_FreezeTime != -1) + m_FreezeTime--; + else + m_Ninja.m_ActivationTick = Server()->Tick(); m_Input.m_Direction = 0; m_Input.m_Jump = 0; m_Input.m_Hook = 0; - m_Ninja.m_ActivationTick = Server()->Tick(); - m_aWeapons[WEAPON_NINJA].m_Got=true; - m_aWeapons[WEAPON_NINJA].m_Ammo =0; - m_ActiveWeapon=WEAPON_NINJA; + //m_Input.m_Fire = 0; if (m_FreezeTime == 1) { UnFreeze(); @@ -588,21 +588,21 @@ void CCharacter::Tick() } m_Core.m_Input = m_Input; m_Core.Tick(true); - + m_DoSplash = false; if (g_Config.m_SvEndlessDrag) m_Core.m_HookTick = 0; if (m_Super && m_Core.m_Jumped > 1) - m_Core.m_Jumped = 1; + m_Core.m_Jumped = 1; if (m_Super && g_Config.m_SvEndlessSuperHook) m_Core.m_HookTick = 0; /*dbg_msg("character","TileIndex1=%d , TileIndex2=%d",TileIndex1,TileIndex2); //REMOVE*/ - //DDRace + //DDRace char aBuftime[128]; float time = (float)(Server()->Tick() - m_StartTime) / ((float)Server()->TickSpeed()); CPlayerData *pData = GameServer()->Score()->PlayerData(m_pPlayer->GetCID()); - if(Server()->Tick() - m_RefreshTime >= Server()->TickSpeed()) + if(Server()->Tick() - m_RefreshTime >= Server()->TickSpeed()) { if (m_RaceState == RACE_STARTED) { int IntTime = (int)time; @@ -611,7 +611,7 @@ void CCharacter::Tick() CNetMsg_Sv_RaceTime Msg; Msg.m_Time = IntTime; Msg.m_Check = 0; - + if(m_CpActive != -1 && m_CpTick > Server()->Tick()) { if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0) @@ -620,11 +620,11 @@ void CCharacter::Tick() Msg.m_Check = (int)Diff; } } - + Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_pPlayer->GetCID()); } else { str_format(aBuftime, sizeof(aBuftime), "Current Time: %d min %d sec", IntTime/60, IntTime%60); - + if(m_CpActive != -1 && m_CpTick > Server()->Tick()) { if(pData->m_BestTime && pData->m_aBestCpTime[m_CpActive] != 0) @@ -635,7 +635,7 @@ void CCharacter::Tick() strcat(aBuftime, aTmp); } } - + if( g_Config.m_SvBroadcast[0] != 0) { char aTmp[128]; str_format(aTmp, sizeof(aTmp), "\n%s\n", g_Config.m_SvBroadcast); @@ -650,12 +650,12 @@ void CCharacter::Tick() strcat(aBuftime, aTmp); GameServer()->SendBroadcast(g_Config.m_SvBroadcast, m_pPlayer->GetCID()); } - + } m_RefreshTime = Server()->Tick(); } - - + + int cp = GameServer()->Collision()->IsCheckpoint(MapIndex); if(cp != -1 && m_RaceState == RACE_STARTED) { @@ -678,7 +678,7 @@ void CCharacter::Tick() GameServer()->SendChatTarget(m_pPlayer->GetCID(), aBuf); else GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); - + if(time - pData->m_BestTime < 0) { // new record \o/ @@ -688,16 +688,16 @@ void CCharacter::Tick() else GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); } - + if(!pData->m_BestTime || time < pData->m_BestTime) { // update the score pData->Set(time, m_CpCurrent); - + if(str_comp_num(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0) GameServer()->Score()->SaveScore(m_pPlayer->GetCID(), time, this); } - + // update server best time if(!GameServer()->m_pController->m_CurrentRecord || time < GameServer()->m_pController->m_CurrentRecord) { @@ -705,13 +705,13 @@ void CCharacter::Tick() if(str_comp_num(Server()->ClientName(m_pPlayer->GetCID()), "nameless tee", 12) != 0) GameServer()->m_pController->m_CurrentRecord = time; } - + m_RaceState = RACE_NONE; // set player score if(!GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime || GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime > time) { GameServer()->Score()->PlayerData(m_pPlayer->GetCID())->m_CurrentTime = time; - + // send it to all players for(int i = 0; i < MAX_CLIENTS; i++) { @@ -731,11 +731,11 @@ void CCharacter::Tick() } } } - + int TTime = 0-(int)time; if(m_pPlayer->m_Score < TTime) m_pPlayer->m_Score = TTime; - + } if(((TileIndex1 == TILE_FREEZE) || (TileIndex2 == TILE_FREEZE)) && !m_Super) { @@ -884,7 +884,7 @@ void CCharacter::Tick() vec2 Direction; int Force; GameServer()->Collision()->GetSpeedup((int)m_Core.m_Pos.x, (int)m_Core.m_Pos.y, &Direction, &Force); - + m_Core.m_Vel += Direction*Force; } if(z) @@ -896,7 +896,7 @@ void CCharacter::Tick() m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_pTeleporter[z-1]; m_Core.m_HookPos = m_Core.m_Pos; } - + // handle death-tiles if((GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || @@ -917,7 +917,7 @@ void CCharacter::Tick() { Die(m_pPlayer->GetCID(), WEAPON_WORLD); } - + // handle Weapons HandleWeapons(); @@ -928,36 +928,36 @@ void CCharacter::Tick() if (!m_Doored) { m_OlderPos = m_OldPos; - m_OldPos = m_Core.m_Pos; - } + m_OldPos = m_Core.m_Pos; + } m_PrevPos = m_Core.m_Pos; return; } -float point_distance(vec2 point, vec2 line_start, vec2 line_end) +float point_distance(vec2 point, vec2 line_start, vec2 line_end) { - float res = -1.0f; - vec2 dir = normalize(line_end-line_start); - for(int i = 0; i < length(line_end-line_start); i++) - { - vec2 step = dir; - step.x *= i; - step.y *= i; - float dist = distance(step+line_start, point); - if(res < 0 || dist < res) - res = dist; - } - return res; -} - -void CCharacter::ResetPos() -{ - m_Core.m_Pos = m_OlderPos; - //core.pos-=core.vel; - m_Core.m_Vel = vec2(0,0); - if(m_Core.m_Jumped >= 2) - m_Core.m_Jumped = 1; -} + float res = -1.0f; + vec2 dir = normalize(line_end-line_start); + for(int i = 0; i < length(line_end-line_start); i++) + { + vec2 step = dir; + step.x *= i; + step.y *= i; + float dist = distance(step+line_start, point); + if(res < 0 || dist < res) + res = dist; + } + return res; +} + +void CCharacter::ResetPos() +{ + m_Core.m_Pos = m_OlderPos; + //core.pos-=core.vel; + m_Core.m_Vel = vec2(0,0); + if(m_Core.m_Jumped >= 2) + m_Core.m_Jumped = 1; +} void CCharacter::TickDefered() { @@ -969,12 +969,12 @@ void CCharacter::TickDefered() m_ReckoningCore.Move(); m_ReckoningCore.Quantize(); } - + //lastsentcore vec2 StartPos = m_Core.m_Pos; vec2 StartVel = m_Core.m_Vel; bool StuckBefore = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f)); - + m_Core.Move(); if(m_Doored) { @@ -985,7 +985,7 @@ void CCharacter::TickDefered() m_Core.Quantize(); bool StuckAfterQuant = GameServer()->Collision()->TestBox(m_Core.m_Pos, vec2(28.0f, 28.0f)); m_Pos = m_Core.m_Pos; - + if(!StuckBefore && (StuckAfterMove || StuckAfterQuant)) { // Hackish solution to get rid of strict-aliasing warning @@ -1000,7 +1000,7 @@ void CCharacter::TickDefered() StartVelX.f = StartVel.x; StartVelY.f = StartVel.y; - dbg_msg("char_core", "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x", + dbg_msg("char_core", "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x", StuckBefore, StuckAfterMove, StuckAfterQuant, @@ -1012,20 +1012,20 @@ void CCharacter::TickDefered() int Events = m_Core.m_TriggeredEvents; int Mask = CmaskAllExceptOne(m_pPlayer->GetCID()); - + if(Events&COREEVENT_GROUND_JUMP) GameServer()->CreateSound(m_Pos, SOUND_PLAYER_JUMP, Mask); - + if(Events&COREEVENT_HOOK_ATTACH_PLAYER) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_PLAYER, CmaskAll()); if(Events&COREEVENT_HOOK_ATTACH_GROUND) GameServer()->CreateSound(m_Pos, SOUND_HOOK_ATTACH_GROUND, Mask); if(Events&COREEVENT_HOOK_HIT_NOHOOK) GameServer()->CreateSound(m_Pos, SOUND_HOOK_NOATTACH, Mask); - + if(m_pPlayer->GetTeam() == -1) { m_Pos.x = m_Input.m_TargetX; m_Pos.y = m_Input.m_TargetY; } - + // update the m_SendCore if needed { CNetObj_Character Predicted; @@ -1047,80 +1047,70 @@ void CCharacter::TickDefered() } bool CCharacter::Freeze(int Time) -{ +{ if ((Time <= 1 || m_Super || m_FreezeTime == -1) && Time != -1) - return false; + return false; if (m_FreezeTick < Server()->Tick() - Server()->TickSpeed()) { + for(int i=0;iTick(); - m_aWeapons[WEAPON_NINJA].m_Got = true; - m_aWeapons[WEAPON_NINJA].m_Ammo = 0; - m_LastWeapon = m_ActiveWeapon; - m_ActiveWeapon = WEAPON_NINJA; - m_FreezeTick=Server()->Tick(); m_FreezeTime=Time; + m_FreezeTick=Server()->Tick(); return true; - } - return false; -} - -bool CCharacter::Freeze() -{ + } + return false; +} + +bool CCharacter::Freeze() +{ int Time = Server()->TickSpeed()*3; if (Time <= 1 || m_Super || m_FreezeTime == -1) - return false; + return false; if (m_FreezeTick < Server()->Tick() - Server()->TickSpeed()) { + for(int i=0;iTick(); - m_aWeapons[WEAPON_NINJA].m_Got = true; - m_aWeapons[WEAPON_NINJA].m_Ammo = 0; - m_LastWeapon = m_ActiveWeapon; - m_ActiveWeapon = WEAPON_NINJA; - m_FreezeTick=Server()->Tick(); m_FreezeTime=Time; + m_FreezeTick=Server()->Tick(); return true; - } - return false; -} - -bool CCharacter::UnFreeze() -{ + } + return false; +} + +bool CCharacter::UnFreeze() +{ if (m_FreezeTime>0) { m_Armor=10; - m_FreezeTick=0; + for(int i=0;iCreateSound(m_Pos, SOUND_PLAYER_DIE); - + // this is for auto respawn after 3 secs m_pPlayer->m_DieTick = Server()->Tick(); - + m_Alive = false; GameServer()->m_World.RemoveEntity(this); GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()] = 0; GameServer()->CreateDeath(m_Pos, m_pPlayer->GetCID()); - + // we got to wait 0.5 secs before respawning m_pPlayer->m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2; } @@ -1203,7 +1193,7 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon) m_Health--; Dmg--; } - + if(Dmg > m_Armor) { Dmg -= m_Armor; @@ -1215,7 +1205,7 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon) Dmg = 0; } } - + m_Health -= Dmg; } @@ -1229,9 +1219,9 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon) if(m_Health <= 0) { Die(From, Weapon); - - + + return false; } @@ -1263,9 +1253,9 @@ void CCharacter::Snap(int SnappingClient) { if(NetworkClipped(SnappingClient)) return; - + CNetObj_Character *Character = static_cast(Server()->SnapNewItem(NETOBJTYPE_CHARACTER, m_pPlayer->GetCID(), sizeof(CNetObj_Character))); - + // write down the m_Core if(!m_ReckoningTick || GameServer()->m_World.m_Paused) { @@ -1279,7 +1269,7 @@ void CCharacter::Snap(int SnappingClient) Character->m_Tick = m_ReckoningTick; m_SendCore.Write(Character); } - + if(m_DoSplash) { Character->m_Jumped = 3; } @@ -1295,13 +1285,14 @@ void CCharacter::Snap(int SnappingClient) Character->m_AmmoCount = 0; Character->m_Health = 0; Character->m_Armor = 0; - - if (m_FreezeTime > 0) - { - Character->m_Emote = EMOTE_PAIN; - Character->m_Weapon = WEAPON_NINJA; + + if (m_FreezeTime > 0 || m_FreezeTime == -1) + { + Character->m_Emote = EMOTE_PAIN; + Character->m_Weapon = WEAPON_NINJA; + Character->m_AmmoCount = 0; } - else + else Character->m_Weapon = m_ActiveWeapon; Character->m_AttackTick = m_AttackTick; @@ -1312,7 +1303,7 @@ void CCharacter::Snap(int SnappingClient) Character->m_Health = m_Health; Character->m_Armor = m_Armor; if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) - Character->m_AmmoCount = m_aWeapons[m_ActiveWeapon].m_Ammo; + Character->m_AmmoCount = (!m_FreezeTime)?m_aWeapons[m_ActiveWeapon].m_Ammo:0; } if (Character->m_Emote == EMOTE_NORMAL) diff --git a/src/game/server/entities/pickup.cpp b/src/game/server/entities/pickup.cpp index 9d34ac131..1cd4de871 100644 --- a/src/game/server/entities/pickup.cpp +++ b/src/game/server/entities/pickup.cpp @@ -79,14 +79,6 @@ void CPickup::Tick() sound = true; } } - if(pChr->m_FreezeTime) - { - pChr->m_aWeapons[WEAPON_GUN].m_Ammo = 0; - pChr->m_aWeapons[WEAPON_HAMMER].m_Ammo =0; - } - pChr->m_Ninja.m_ActivationDir=vec2(0,0); - pChr->m_Ninja.m_ActivationTick=0; - pChr->m_Ninja.m_CurrentMoveTime=0; } if (sound) {