From 9f6a9768985c6b95985b628ced01b2958ea73149 Mon Sep 17 00:00:00 2001 From: ghost Date: Thu, 11 Jan 2024 18:20:30 +0200 Subject: [PATCH] allow min_bots=0 #421 --- dlls/client.cpp | 72 ++++++++++++++++++++++++------------------------- 1 file changed, 36 insertions(+), 36 deletions(-) diff --git a/dlls/client.cpp b/dlls/client.cpp index 9afd1e92..b62e0374 100644 --- a/dlls/client.cpp +++ b/dlls/client.cpp @@ -1,9 +1,9 @@ /*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. -* -* This product contains software technology licensed from Id -* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. +* +* This product contains software technology licensed from Id +* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting @@ -12,7 +12,7 @@ * without written permission from Valve LLC. * ****/ -// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to +// Robin, 4-22-98: Moved set_suicide_frame() here from player.cpp to allow us to // have one without a hardcoded player.mdl in tf_client.cpp /* @@ -79,7 +79,7 @@ void LinkUserMessages( void ); * ROBIN: Moved here from player.cpp, to allow multiple player models */ void set_suicide_frame( entvars_t *pev ) -{ +{ if( !FStrEq( STRING( pev->model ), "models/player.mdl" ) ) return; // allready gibbed @@ -117,7 +117,7 @@ BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddres // if there are currently more than the minimum number of bots running // then kick one of the bots off the server... - if( ( min_bots != 0 ) && ( count > min_bots ) ) + if( count > min_bots ) { for( i = 0; i < 32; i++ ) { @@ -169,7 +169,7 @@ void ClientDisconnect( edict_t *pEntity ) CSound *pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEntity ) ); - // since this client isn't around to think anymore, reset their sound. + // since this client isn't around to think anymore, reset their sound. if( pSound ) { pSound->Reset(); @@ -450,7 +450,7 @@ void Host_Say( edict_t *pEntity, int teamonly ) // so check it, or it will infinite loop client = NULL; - while( ( ( client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" ) ) != NULL ) && ( !FNullEnt( client->edict() ) ) ) + while( ( ( client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" ) ) != NULL ) && ( !FNullEnt( client->edict() ) ) ) { if( !client->pev ) continue; @@ -497,8 +497,8 @@ void Host_Say( edict_t *pEntity, int teamonly ) // team match? if( g_teamplay ) { - UTIL_LogPrintf( "\"%s<%i><%s><%s>\" %s \"%s\"\n", - STRING( pEntity->v.netname ), + UTIL_LogPrintf( "\"%s<%i><%s><%s>\" %s \"%s\"\n", + STRING( pEntity->v.netname ), GETPLAYERUSERID( pEntity ), GETPLAYERAUTHID( pEntity ), g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pEntity ), "model" ), @@ -507,8 +507,8 @@ void Host_Say( edict_t *pEntity, int teamonly ) } else { - UTIL_LogPrintf( "\"%s<%i><%s><%i>\" %s \"%s\"\n", - STRING( pEntity->v.netname ), + UTIL_LogPrintf( "\"%s<%i><%s><%i>\" %s \"%s\"\n", + STRING( pEntity->v.netname ), GETPLAYERUSERID( pEntity ), GETPLAYERAUTHID( pEntity ), GETPLAYERUSERID( pEntity ), @@ -547,7 +547,7 @@ void ClientCommand( edict_t *pEntity ) } else if( FStrEq( pcmd, "fullupdate" ) ) { - GetClassPtr( (CBasePlayer *)pev )->ForceClientDllUpdate(); + GetClassPtr( (CBasePlayer *)pev )->ForceClientDllUpdate(); } else if( FStrEq(pcmd, "give" ) ) { @@ -590,7 +590,7 @@ void ClientCommand( edict_t *pEntity ) } else if( FStrEq( pcmd, "drop" ) ) { - // player is dropping an item. + // player is dropping an item. GetClassPtr( (CBasePlayer *)pev )->DropPlayerItem( (char *)CMD_ARGV( 1 ) ); } else if( FStrEq( pcmd, "fov" ) ) @@ -729,7 +729,7 @@ void ClientCommand( edict_t *pEntity ) CBasePlayer *pBot = NULL; char botname[BOT_NAME_LEN + 1]; int index; - + botname[0] = 0; if( CMD_ARGC() > 1 ) // is there an argument to the command? @@ -738,7 +738,7 @@ void ClientCommand( edict_t *pEntity ) strcpy( botname, CMD_ARGV( 1 ) ); else sscanf( CMD_ARGV( 1 ), "\"%s\"", &botname[0] ); - + index = 0; while( index < 32 ) @@ -859,20 +859,20 @@ void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer ) // team match? if( g_teamplay ) { - UTIL_LogPrintf( "\"%s<%i><%s><%s>\" changed name to \"%s\"\n", - STRING( pEntity->v.netname ), - GETPLAYERUSERID( pEntity ), + UTIL_LogPrintf( "\"%s<%i><%s><%s>\" changed name to \"%s\"\n", + STRING( pEntity->v.netname ), + GETPLAYERUSERID( pEntity ), GETPLAYERAUTHID( pEntity ), - g_engfuncs.pfnInfoKeyValue( infobuffer, "model" ), + g_engfuncs.pfnInfoKeyValue( infobuffer, "model" ), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); } else { - UTIL_LogPrintf( "\"%s<%i><%s><%i>\" changed name to \"%s\"\n", - STRING( pEntity->v.netname ), - GETPLAYERUSERID( pEntity ), + UTIL_LogPrintf( "\"%s<%i><%s><%i>\" changed name to \"%s\"\n", + STRING( pEntity->v.netname ), + GETPLAYERUSERID( pEntity ), GETPLAYERAUTHID( pEntity ), - GETPLAYERUSERID( pEntity ), + GETPLAYERUSERID( pEntity ), g_engfuncs.pfnInfoKeyValue( infobuffer, "name" ) ); } } @@ -887,7 +887,7 @@ void ServerDeactivate( void ) //ALERT( at_console, "ServerDeactivate()\n" ); // It's possible that the engine will call this function more times than is necessary - // Therefore, only run it one time for each call to ServerActivate + // Therefore, only run it one time for each call to ServerActivate if( g_serveractive != 1 ) { return; @@ -1767,7 +1767,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h if( ( hostflags & 1 ) && ( ent->v.owner == host ) ) return 0; } - + if( host->v.groupinfo ) { UTIL_SetGroupTrace( host->v.groupinfo, GROUP_OP_AND ); @@ -1803,7 +1803,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h state->entityType = ENTITY_BEAM; } - // + // // Copy state data // @@ -1833,8 +1833,8 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h // make sure that we interpolate it's position on the client if it moves if( !player && ent->v.animtime && - ent->v.velocity[0] == 0 && - ent->v.velocity[1] == 0 && + ent->v.velocity[0] == 0 && + ent->v.velocity[1] == 0 && ent->v.velocity[2] == 0 ) { state->eflags |= EFLAG_SLERP; @@ -1860,7 +1860,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h } state->rendermode = ent->v.rendermode; - state->renderamt = (int)ent->v.renderamt; + state->renderamt = (int)ent->v.renderamt; state->renderfx = ent->v.renderfx; state->rendercolor.r = (byte)ent->v.rendercolor.x; state->rendercolor.g = (byte)ent->v.rendercolor.y; @@ -1880,7 +1880,7 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h // Only care if owned by a player if( owner >= 1 && owner <= gpGlobals->maxClients ) { - state->owner = owner; + state->owner = owner; } } @@ -2011,7 +2011,7 @@ void Entity_FieldInit( struct delta_s *pFields ) ================== Entity_Encode -Callback for sending entity_state_t info over network. +Callback for sending entity_state_t info over network. FIXME: Move to script ================== */ @@ -2083,7 +2083,7 @@ void Player_FieldInit( struct delta_s *pFields ) ================== Player_Encode -Callback for sending entity_state_t for players info over network. +Callback for sending entity_state_t for players info over network. ================== */ void Player_Encode( struct delta_s *pFields, const unsigned char *from, const unsigned char *to ) @@ -2165,7 +2165,7 @@ void Custom_Entity_FieldInit( struct delta_s *pFields ) ================== Custom_Encode -Callback for sending entity_state_t info ( for custom entities ) over network. +Callback for sending entity_state_t info ( for custom entities ) over network. FIXME: Move to script ================== */ @@ -2261,7 +2261,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info ) if( II.iId >= 0 && II.iId < MAX_WEAPONS ) { item = &info[II.iId]; - + item->m_iId = II.iId; item->m_iClip = gun->m_iClip; @@ -2550,7 +2550,7 @@ AllowLagCompensation The game .dll should return 1 if lag compensation should be allowed ( could also just set the sv_unlag cvar. Most games right now should return 0, until client-side weapon prediction code is written - and tested for them ( note you can predict weapons, but not do lag compensation, too, + and tested for them ( note you can predict weapons, but not do lag compensation, too, if you want. ================================ */