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Merge #5642
5642: Option to remove weak hook & bounce r=def- a=Jupeyy Fixes #5641 server side only ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test (especially base/) or added coverage to integration test - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: Jupeyy <jupjopjap@gmail.com>
This commit is contained in:
commit
f8fca99e62
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@ -26,7 +26,7 @@ GameInfoFlags = [
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]
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GameInfoFlags2 = [
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"ALLOW_X_SKINS", "GAMETYPE_CITY", "GAMETYPE_FDDRACE", "ENTITIES_FDDRACE", "HUD_HEALTH_ARMOR", "HUD_AMMO",
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"HUD_DDRACE",
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"HUD_DDRACE", "NO_WEAK_HOOK_AND_BOUNCE"
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]
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ExPlayerFlags = ["AFK", "PAUSED", "SPEC"]
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ProjectileFlags = [f"CLIENTID_BIT{i}" for i in range(8)] + [
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@ -64,7 +64,7 @@ enum
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enum
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{
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GAMEINFO_CURVERSION=7,
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GAMEINFO_CURVERSION=8,
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};
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'''
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@ -285,6 +285,8 @@ MACRO_CONFIG_INT(SvOldLaser, sv_old_laser, 0, 0, 1, CFGFLAG_SERVER | CFGFLAG_GAM
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MACRO_CONFIG_INT(SvSlashMe, sv_slash_me, 0, 0, 1, CFGFLAG_SERVER, "Whether /me is active on the server or not")
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MACRO_CONFIG_INT(SvRejoinTeam0, sv_rejoin_team_0, 1, 0, 1, CFGFLAG_SERVER, "Make a team automatically rejoin team 0 after finish (only if not locked)")
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MACRO_CONFIG_INT(SvNoWeakHookAndBounce, sv_no_weak_hook_and_bounce, 0, 0, 1, CFGFLAG_SERVER | CFGFLAG_GAME, "Whether to use an alternative calculation for world ticks, that makes hook and bounce behave like all players have strong.")
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MACRO_CONFIG_INT(ClReconnectTimeout, cl_reconnect_timeout, 120, 0, 600, CFGFLAG_CLIENT | CFGFLAG_SAVE, "How many seconds to wait before reconnecting (after timeout, 0 for off)")
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MACRO_CONFIG_INT(ClReconnectFull, cl_reconnect_full, 5, 0, 600, CFGFLAG_CLIENT | CFGFLAG_SAVE, "How many seconds to wait before reconnecting (when server is full, 0 for off)")
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@ -1067,6 +1067,7 @@ static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize,
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Info.m_HudHealthArmor = true;
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Info.m_HudAmmo = true;
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Info.m_HudDDRace = false;
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Info.m_NoWeakHookAndBounce = false;
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if(Version >= 0)
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{
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@ -1118,6 +1119,10 @@ static CGameInfo GetGameInfo(const CNetObj_GameInfoEx *pInfoEx, int InfoExSize,
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Info.m_HudAmmo = Flags2 & GAMEINFOFLAG2_HUD_AMMO;
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Info.m_HudDDRace = Flags2 & GAMEINFOFLAG2_HUD_DDRACE;
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}
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if(Version >= 8)
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{
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Info.m_NoWeakHookAndBounce = Flags2 & GAMEINFOFLAG2_NO_WEAK_HOOK_AND_BOUNCE;
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}
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return Info;
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}
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@ -2265,6 +2270,7 @@ void CGameClient::UpdatePrediction()
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m_GameWorld.m_WorldConfig.m_PredictFreeze = g_Config.m_ClPredictFreeze;
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m_GameWorld.m_WorldConfig.m_PredictWeapons = AntiPingWeapons();
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m_GameWorld.m_WorldConfig.m_BugDDRaceInput = m_GameInfo.m_BugDDRaceInput;
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m_GameWorld.m_WorldConfig.m_NoWeakHookAndBounce = m_GameInfo.m_NoWeakHookAndBounce;
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// always update default tune zone, even without character
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if(!m_GameWorld.m_WorldConfig.m_UseTuneZones)
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@ -94,6 +94,8 @@ public:
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bool m_HudHealthArmor;
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bool m_HudAmmo;
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bool m_HudDDRace;
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bool m_NoWeakHookAndBounce;
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};
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class CSnapEntities
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@ -561,12 +561,24 @@ void CCharacter::ResetInput()
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m_LatestPrevInput = m_LatestInput = m_Input;
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}
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void CCharacter::Tick()
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void CCharacter::PreTick()
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{
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DDRaceTick();
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m_Core.m_Input = m_Input;
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m_Core.Tick(true);
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m_Core.Tick(true, !m_pGameWorld->m_WorldConfig.m_NoWeakHookAndBounce);
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}
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void CCharacter::Tick()
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{
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if(m_pGameWorld->m_WorldConfig.m_NoWeakHookAndBounce)
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{
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m_Core.TickDeferred();
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}
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else
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{
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PreTick();
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}
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// handle Weapons
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HandleWeapons();
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@ -580,7 +592,7 @@ void CCharacter::Tick()
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m_PrevPos = m_Core.m_Pos;
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}
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void CCharacter::TickDefered()
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void CCharacter::TickDeferred()
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{
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m_Core.Move();
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m_Core.Quantize();
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@ -36,8 +36,9 @@ public:
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//character's size
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static const int ms_PhysSize = 28;
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void PreTick() override;
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void Tick() override;
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void TickDefered() override;
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void TickDeferred() override;
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bool IsGrounded();
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@ -52,8 +52,9 @@ public:
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float GetProximityRadius() const { return m_ProximityRadius; }
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void Destroy() { delete this; }
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virtual void PreTick() {}
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virtual void Tick() {}
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virtual void TickDefered() {}
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virtual void TickDeferred() {}
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bool GameLayerClipped(vec2 CheckPos);
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float m_ProximityRadius;
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@ -187,6 +187,17 @@ bool distCompare(std::pair<float, int> a, std::pair<float, int> b)
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void CGameWorld::Tick()
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{
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// update all objects
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if(m_WorldConfig.m_NoWeakHookAndBounce)
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{
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for(auto *pEnt : m_apFirstEntityTypes)
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->PreTick();
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pEnt = m_pNextTraverseEntity;
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}
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}
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for(auto *pEnt : m_apFirstEntityTypes)
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for(; pEnt;)
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{
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@ -199,7 +210,7 @@ void CGameWorld::Tick()
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->TickDefered();
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pEnt->TickDeferred();
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pEnt->m_SnapTicks++;
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pEnt = m_pNextTraverseEntity;
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}
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@ -77,6 +77,7 @@ public:
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bool m_IsSolo;
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bool m_UseTuneZones;
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bool m_BugDDRaceInput;
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bool m_NoWeakHookAndBounce;
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} m_WorldConfig;
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bool m_IsValidCopy;
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@ -116,7 +116,7 @@ void CCharacterCore::Reset()
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m_Input.m_TargetY = -1;
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}
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void CCharacterCore::Tick(bool UseInput)
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void CCharacterCore::Tick(bool UseInput, bool DoDeferredTick)
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{
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m_MoveRestrictions = m_pCollision->GetMoveRestrictions(UseInput ? IsSwitchActiveCb : 0, this, m_Pos);
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m_TriggeredEvents = 0;
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@ -387,6 +387,12 @@ void CCharacterCore::Tick(bool UseInput)
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}
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}
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if(DoDeferredTick)
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TickDeferred();
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}
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void CCharacterCore::TickDeferred()
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{
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if(m_pWorld)
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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@ -269,7 +269,8 @@ public:
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void Init(CWorldCore *pWorld, CCollision *pCollision, CTeamsCore *pTeams = nullptr, std::map<int, std::vector<vec2>> *pTeleOuts = nullptr);
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void Reset();
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void Tick(bool UseInput);
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void TickDeferred();
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void Tick(bool UseInput, bool DoDeferredTick = true);
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void Move();
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void Read(const CNetObj_CharacterCore *pObjCore);
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@ -712,7 +712,7 @@ void CCharacter::ResetInput()
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m_LatestPrevInput = m_LatestInput = m_Input;
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}
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void CCharacter::Tick()
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void CCharacter::PreTick()
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{
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if(m_StartTime > Server()->Tick())
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{
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@ -738,7 +738,22 @@ void CCharacter::Tick()
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Antibot()->OnCharacterTick(m_pPlayer->GetCID());
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m_Core.m_Input = m_Input;
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m_Core.Tick(true);
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m_Core.Tick(true, !g_Config.m_SvNoWeakHookAndBounce);
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}
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void CCharacter::Tick()
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{
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if(g_Config.m_SvNoWeakHookAndBounce)
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{
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if(m_Paused)
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return;
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m_Core.TickDeferred();
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}
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else
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{
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PreTick();
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}
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if(!m_PrevInput.m_Hook && m_Input.m_Hook && !(m_Core.m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER))
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{
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@ -764,7 +779,7 @@ void CCharacter::Tick()
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m_PrevPos = m_Core.m_Pos;
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}
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void CCharacter::TickDefered()
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void CCharacter::TickDeferred()
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{
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// advance the dummy
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{
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@ -33,8 +33,9 @@ public:
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void Reset() override;
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void Destroy() override;
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void PreTick() override;
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void Tick() override;
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void TickDefered() override;
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void TickDeferred() override;
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void TickPaused() override;
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void Snap(int SnappingClient) override;
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void SwapClients(int Client1, int Client2) override;
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@ -86,6 +86,13 @@ public: // TODO: Maybe make protected
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*/
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virtual void Reset() {}
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/*
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Function: PreTick
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Called to progress the entity before the next tick.
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Can be used to prepare variables for all clients before the next tick is executed.
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*/
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virtual void PreTick() {}
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/*
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Function: Tick
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Called to progress the entity to the next tick. Updates
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@ -94,10 +101,10 @@ public: // TODO: Maybe make protected
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virtual void Tick() {}
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/*
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Function: TickDefered
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Function: TickDeferred
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Called after all entities Tick() function has been called.
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*/
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virtual void TickDefered() {}
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virtual void TickDeferred() {}
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/*
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Function: TickPaused
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@ -605,6 +605,8 @@ void IGameController::Snap(int SnappingClient)
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GAMEINFOFLAG_ENTITIES_RACE |
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GAMEINFOFLAG_RACE;
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pGameInfoEx->m_Flags2 = GAMEINFOFLAG2_HUD_DDRACE;
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if(g_Config.m_SvNoWeakHookAndBounce)
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pGameInfoEx->m_Flags2 |= GAMEINFOFLAG2_NO_WEAK_HOOK_AND_BOUNCE;
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pGameInfoEx->m_Version = GAMEINFO_CURVERSION;
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if(Server()->IsSixup(SnappingClient))
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@ -268,6 +268,17 @@ void CGameWorld::Tick()
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if(GameServer()->m_pController->IsForceBalanced())
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, "Teams have been balanced");
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// update all objects
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if(g_Config.m_SvNoWeakHookAndBounce)
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{
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for(auto *pEnt : m_apFirstEntityTypes)
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->PreTick();
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pEnt = m_pNextTraverseEntity;
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}
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}
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for(auto *pEnt : m_apFirstEntityTypes)
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for(; pEnt;)
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{
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@ -280,7 +291,7 @@ void CGameWorld::Tick()
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for(; pEnt;)
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{
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m_pNextTraverseEntity = pEnt->m_pNextTypeEntity;
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pEnt->TickDefered();
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pEnt->TickDeferred();
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pEnt = m_pNextTraverseEntity;
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}
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}
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Reference in a new issue