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fix players online counter, make optimization

bot10-respawn-bots-configured
ghost 10 months ago
parent
commit
13bc2b0a49
  1. 84
      dlls/client.cpp

84
dlls/client.cpp

@ -127,6 +127,7 @@ BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddres @@ -127,6 +127,7 @@ BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddres
sprintf( cmd, "kick \"%s\"\n", bot_respawn[i].name );
bot_respawn[i].is_used = FALSE;
bot_respawn[i].state = BOT_NEED_TO_RESPAWN;
SERVER_COMMAND( cmd ); // kick the bot using (kick "name")
@ -1000,6 +1001,7 @@ void StartFrame( void ) @@ -1000,6 +1001,7 @@ void StartFrame( void )
static float respawn_time = 0;
static float previous_time = 0.0;
char msg[120];
int online = 0;
// END BOT
// START BOT - thanks Jehannum!
@ -1012,6 +1014,9 @@ void StartFrame( void ) @@ -1012,6 +1014,9 @@ void StartFrame( void )
if( !pPlayer ) // if invalid then continue with next index...
continue;
if( pPlayer->pev->takedamage == DAMAGE_NO )
continue; // solution to detect player not in the game
// check if this is a FAKECLIENT (i.e. is it a bot?)
if( FBitSet( pPlayer->pev->flags, FL_FAKECLIENT ) )
{
@ -1020,19 +1025,20 @@ void StartFrame( void ) @@ -1020,19 +1025,20 @@ void StartFrame( void )
// call the think function for the bot...
pBot->BotThink();
}
// increase online of bots and players
online++;
}
// END BOT
// START BOT
int count = 0;
// count total players
// check if any players are using the botcam...
if( ( g_fGameOver ) && ( respawn_time < 1.0 ) )
{
// if the game is over (time/frag limit) set the respawn time...
respawn_time = 5.0;
// check if any players are using the botcam...
for( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = (CBasePlayer *)UTIL_PlayerByIndex( i );
@ -1040,15 +1046,13 @@ void StartFrame( void ) @@ -1040,15 +1046,13 @@ void StartFrame( void )
if( !pPlayer )
continue; // if invalid then continue with next index...
if( pPlayer->pBotCam ) // check if any players are using the botcam...
if( pPlayer->pBotCam )
pPlayer->pBotCam->Disconnect();
count++; // count the number of bots and players
}
}
// check if a map was changed via "map" without kicking bots...
if( ( count < max_bots ) && ( previous_time > gpGlobals->time ) )
if( previous_time > gpGlobals->time )
{
bot_check_time = gpGlobals->time + 10.0;
@ -1066,38 +1070,6 @@ void StartFrame( void ) @@ -1066,38 +1070,6 @@ void StartFrame( void )
}
}
// is new game started and time to respawn bots yet?
if( ( !g_fGameOver ) && ( respawn_time > 1.0 ) &&
( gpGlobals->time >= respawn_time ) )
{
int index = 0;
bot_check_time = gpGlobals->time + 5.0;
// find bot needing to be respawned...
while( ( index < 32 ) &&
( bot_respawn[index].state != BOT_NEED_TO_RESPAWN ) )
index++;
if( index < 32 )
{
bot_respawn[index].state = BOT_IS_RESPAWNING;
bot_respawn[index].is_used = FALSE; // free up this slot
// respawn 1 bot then wait a while (otherwise engine crashes)
BotCreate( bot_respawn[index].skin,
bot_respawn[index].name,
bot_respawn[index].skill );
respawn_time = gpGlobals->time + 1.0; // set next respawn time
}
else
{
respawn_time = 0.0;
}
}
// END BOT
//ALERT( at_console, "SV_Physics( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime );
if( g_pGameRules )
{
g_pGameRules->Think();
@ -1197,6 +1169,9 @@ void StartFrame( void ) @@ -1197,6 +1169,9 @@ void StartFrame( void )
{
BotCreate( arg1, arg2, arg3 );
// increase online of bots and players
online++;
// have to delay here or engine gives "Tried to write to
// uninitialized sizebuf_t" error and crashes...
pause_time = gpGlobals->time + 1;
@ -1314,6 +1289,9 @@ void StartFrame( void ) @@ -1314,6 +1289,9 @@ void StartFrame( void )
printf( "adding new bot...\n" );
BotCreate( arg1, arg2, arg3 );
// increase online of bots and players
online++;
}
else if( strcmp( cmd, "botskill" ) == 0 )
{
@ -1354,43 +1332,31 @@ void StartFrame( void ) @@ -1354,43 +1332,31 @@ void StartFrame( void )
// check if time to see if a bot needs to be created...
if( bot_check_time < gpGlobals->time )
{
int count = 0;
bot_check_time = gpGlobals->time + 5.0;
for( i = 1; i <= gpGlobals->maxClients; i++ )
{
CBaseEntity *pPlayer = UTIL_PlayerByIndex( i );
if( !pPlayer )
continue; // if invalid then continue with next index...
if( pPlayer->pev->takedamage == DAMAGE_NO )
continue; // if bot was kicked, don't count as a player...
count++; // count the number of bots and players
}
// if there are currently less than the maximum number of "players"
// then add another bot using the default skill level...
if( count < max_bots )
if ( online < max_bots )
{
for( i = 0; i < 32; i++ )
{
if( !bot_respawn[i].is_used &&
bot_respawn[i].state == BOT_NEED_TO_RESPAWN &&
gpGlobals->time >= respawn_time)
gpGlobals->time >= respawn_time )
{
bot_respawn[i].is_used = TRUE;
bot_respawn[i].state = BOT_IS_RESPAWNING;
bot_respawn[i].is_used = FALSE; // free up this slot
BotCreate( bot_respawn[i].skin, bot_respawn[i].name, bot_respawn[i].skill );
online++; // increase online of bots and players
respawn_time = gpGlobals->time + 1.0; // set next respawn time (to prevent server crash)
break;
}
}
}
bot_check_time = gpGlobals->time + 10.0;
}
previous_time = gpGlobals->time; // keep track of last time in StartFrame()

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