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Fix train priority

gravgun
mittorn 6 years ago
parent
commit
8e46aec68a
  1. 20
      dlls/triggers.cpp

20
dlls/triggers.cpp

@ -1589,6 +1589,10 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
m_coopData.bitsTouchCount |= 1 << ( ENTINDEX( pActivator->edict() ) - 1); m_coopData.bitsTouchCount |= 1 << ( ENTINDEX( pActivator->edict() ) - 1);
// train has priority on not-train
if( pActTrain && !m_coopData.savedPosition.trainGlobal[0] )
GGM_SavePosition( (CBasePlayer*)(CBaseEntity*)m_hActivator, &m_coopData.savedPosition );
// loop through all clients, count number of players // loop through all clients, count number of players
for( i = 1; i <= gpGlobals->maxClients; i++ ) for( i = 1; i <= gpGlobals->maxClients; i++ )
{ {
@ -1598,15 +1602,22 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
if( !pTrain && UTIL_CoopIsBadPlayer( plr ) ) if( !pTrain && UTIL_CoopIsBadPlayer( plr ) )
continue; continue;
// refuse // refuse and cancel
if( plr && (pTrain != pActTrain) ) if( plr && (pTrain != pActTrain) )
{
m_coopData.fSpawnSaved = false;
return; return;
}
// count only players spawned more 30 seconds ago // count only players spawned more 30 seconds ago
if( plr && plr->IsPlayer() && (pTrain || (gpGlobals->time -((CBasePlayer*)plr)->gravgunmod_data.m_flSpawnTime ) > 30 ) && plr->pev->modelindex ) if( plr && plr->IsPlayer() && (pTrain || (gpGlobals->time -((CBasePlayer*)plr)->gravgunmod_data.m_flSpawnTime ) > 30 ) && plr->pev->modelindex )
{ {
count2++; count2++;
// train has priority on not-train
if( pTrain && !m_coopData.savedPosition.trainGlobal[0] )
GGM_SavePosition( (CBasePlayer*)plr, &m_coopData.savedPosition );
// player touched trigger, count it // player touched trigger, count it
if( m_coopData.bitsTouchCount & (1<<(i - 1)) ) if( m_coopData.bitsTouchCount & (1<<(i - 1)) )
count1++; count1++;
@ -1723,6 +1734,13 @@ void CChangeLevel::ChangeLevelNow( CBaseEntity *pActivator )
} }
else ALERT( at_console, "Player is in the transition volume %s, changing level now\n", m_szLandmarkName ); else ALERT( at_console, "Player is in the transition volume %s, changing level now\n", m_szLandmarkName );
if( !m_coopData.savedPosition.trainGlobal[0] && pPlayer )
{
if( UTIL_CoopGetPlayerTrain( pPlayer ) )
GGM_SavePosition( (CBasePlayer*)pPlayer, &m_coopData.savedPosition );
}
UTIL_CoopPrintMessage( "%s^7 activated changelevel, spawncheck is %d\n", UTIL_CoopPlayerName( pPlayer ), (int)!m_coopData.fSkipSpawnCheck ); UTIL_CoopPrintMessage( "%s^7 activated changelevel, spawncheck is %d\n", UTIL_CoopPlayerName( pPlayer ), (int)!m_coopData.fSkipSpawnCheck );
// This object will get removed in the call to CHANGE_LEVEL, copy the params into "safe" memory // This object will get removed in the call to CHANGE_LEVEL, copy the params into "safe" memory

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