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hlzbot-dirty
mittorn 8 years ago
parent
commit
059f0c04ee
  1. 1
      dlls/gamerules.cpp
  2. 29
      dlls/triggers.cpp

1
dlls/gamerules.cpp

@ -64,6 +64,7 @@ bool CoopRestorePlayerCoords(CBaseEntity *player, Vector *origin, Vector *angles @@ -64,6 +64,7 @@ bool CoopRestorePlayerCoords(CBaseEntity *player, Vector *origin, Vector *angles
Vector FixupSpawnPoint(Vector spawn)
{
int i = 0;
// predict that spawn point is almost correct
while( i < 10 ) // 10 player heights
{
Vector point = spawn + Vector( 0, 0, 36 * i );

29
dlls/triggers.cpp

@ -1488,7 +1488,7 @@ bool CoopRestorePlayerCoords(CBaseEntity *player, Vector *origin, Vector *angles @@ -1488,7 +1488,7 @@ bool CoopRestorePlayerCoords(CBaseEntity *player, Vector *origin, Vector *angles
char *ip = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( player->edict() ), "ip" );
for( int i = 0;i < g_SavedCoords.iCount;i++)
{
if(!strcmp(ip, g_SavedCoords.ip[i]))
if(ip && ip[0] && !strcmp(ip, g_SavedCoords.ip[i]) )
{
TraceResult tr;
Vector point = g_SavedCoords.origin[i] + g_SavedCoords.offset;
@ -1548,6 +1548,12 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator ) @@ -1548,6 +1548,12 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
// if not activated by touch, do not count players
if( !m_bUsed )
{
hudtextparms_t params = {};
params.fadeinTime = 0.5;
params.fadeoutTime = .5;
params.holdTime = 10;
params.r2 = params.g2 = params.b2 = params.a2 = params.r1 = params.g1 = params.b1 = params.a1 = 255;
m_uTouchCount |= ENTINDEX( pActivator->edict() );
unsigned int count1 = 0;
@ -1583,16 +1589,24 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator ) @@ -1583,16 +1589,24 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
i = 0;
if( !count2 )
{
UTIL_HudMessageAll( params, "Cannot change level: Not enough players!" );
return;
}
if( count1 > 1 && count1 < count2 / 3 )
i = count1 - count1 < count2 / 3;
if( count1 > 1 && count1 < count2 / 3 )
i = 1;
if( i )
UTIL_ClientPrintAll( HUD_PRINTNOTIFY, UTIL_VarArgs( "%s touched end of map, next is %s %s, %d to go\n",
UTIL_HudMessageAll( params, UTIL_VarArgs( "%s touched end of map, next is %s %s, %d to go\n",
( pActivator->pev->netname && STRING( pActivator->pev->netname )[0] != 0 ) ? STRING( pActivator->pev->netname ) : "unconnected",
st_szNextMap, st_szNextSpot, i ) );
ALERT( at_console, "^3CHANGELEVEL:^7 %d %d\n", count2, count1 );
if( count1 > 1 && count1 < count2 / 3 )
return;
@ -1602,14 +1616,15 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator ) @@ -1602,14 +1616,15 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
// check if it is near spawn point
Vector point, angles;
if( CoopGetSpawnPoint(&point, &angles ) )
if( (VecBModelOrigin(pev) - point).Length() < 200 )
if( (VecBModelOrigin(pev) - point).Length() < 500 )
// need almost all players agree to go back
if( count2 - count1 > 1 )
if( count2 - count1 > 0 )
return;
g_SavedCoords.triggerangles = pActivator->pev->angles;
g_SavedCoords.triggerorigin = pActivator->pev->origin;
g_SavedCoords.valid = true;
l_SavedCoords.triggerangles = pActivator->pev->angles;
l_SavedCoords.triggerorigin = pActivator->pev->origin;
l_SavedCoords.valid = true;
ALERT( at_console, "^2CHANGELEVEL:^7 %d %d %f\n", count2, count1, (VecBModelOrigin(pev) - point).Length() );
}
g_SavedCoords = l_SavedCoords;

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