diff --git a/dlls/client.cpp b/dlls/client.cpp index f0932538..aba40472 100644 --- a/dlls/client.cpp +++ b/dlls/client.cpp @@ -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 ) 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 ) 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 ) // 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 ) 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 ) } } - // 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 ) { 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 ) 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 ) // 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()