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SERVER: Fix several instances of Zombies not reaching and hopping over barricades
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ec76c768cd
commit
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2 changed files with 73 additions and 36 deletions
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@ -58,12 +58,23 @@ void() path_corner =
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setsize(self, '0 0 0 ', '0 0 0');
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};
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void removeZombie();
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void() Respawn =
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{
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// cypress (20 dec 2023) -- whoever wrote this originally wasn't considering
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// many factors.. if a zombie respawns there's a chance it'll be in a
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// completely different playspace, where the initial window isn't visible
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// at all, and removeZombie() does not clear that field (rightfully so).
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// so i've replaced this with the same function i use to respawn zombies
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// inside of the playable area, which calls self.th_die() and fibs to the
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// zombie counter a little better, fixes that issue.
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// Kill it.
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self.th_die();
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// This is a pseudo-hack that just tells the rounds core that we should
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// spawn another.
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Current_Zombies--;
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removeZombie();
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Remaining_Zombies++;
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};
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entity(entity blarg) find_new_enemy =
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@ -319,7 +330,15 @@ void(float dist) Window_Walk =
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if(self.goalentity.classname == "window")
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{
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if(!self.goalentity.box1owner)
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// cypress (17 dec 2023) -- fixed a nasty race condition here.
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// essentially, if a new zombie spawns in fast enough after
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// a zombie is currently/just finished hopping a spot, they will
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// end up always taking box1owner (the hoppable zombie)'s place,
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// regardless of whether or not there was someone else waiting.
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// apparently this is an issue i've created rather recently,
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// which does not make sense to me considering this is a pretty
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// glaring oversight that's been here since 2014. not my whoops?
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if(!self.goalentity.box1owner && !self.goalentity.box2owner && !self.goalentity.box3owner)
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{
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//self.used = WBOX1;
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self.goalentity.box1owner = self;
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@ -327,7 +346,7 @@ void(float dist) Window_Walk =
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self.hop_step = 3;
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self.reload_delay = time + 30;
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}
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else if(!self.goalentity.box2owner)
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else if(!self.goalentity.box2owner)
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{
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//self.used = WBOX2;
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self.goalentity.box2owner = self;
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@ -335,7 +354,7 @@ void(float dist) Window_Walk =
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self.hop_step = 3;
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self.reload_delay = time + 30;
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}
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else if(!self.goalentity.box3owner)
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else if(!self.goalentity.box3owner)
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{
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//self.used = WBOX3;
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self.goalentity.box3owner = self;
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@ -369,7 +388,7 @@ void(float dist) Window_Walk =
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}
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else if(self.hop_step == 2)//we're at idle box, waiting for a window attack box to be free...
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{
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if(!self.goalentity.box1owner)
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if(self.goalentity.box1owner == world)
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{
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//self.used = WBOX1;
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self.goalentity.box1owner = self;
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@ -378,7 +397,7 @@ void(float dist) Window_Walk =
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self.reload_delay = time + 30;
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self.th_walk();
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}
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else if(!self.goalentity.box2owner)
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else if(self.goalentity.box2owner == world)
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{
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//self.used = WBOX2;
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self.goalentity.box2owner = self;
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@ -387,7 +406,7 @@ void(float dist) Window_Walk =
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self.reload_delay = time + 30;
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self.th_walk();
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}
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else if(!self.goalentity.box3owner)
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else if(self.goalentity.box3owner == world)
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{
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//self.used = WBOX3;
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self.goalentity.box3owner = self;
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@ -399,6 +418,27 @@ void(float dist) Window_Walk =
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}
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else if(self.hop_step == 3)//walking to window attack box
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{
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// sometimes, we've assigned a zombie a waiting-position
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// while another zombie is actively hopping. this can cause
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// a bit of gameplay slowdown since the zombie has to walk
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// to that waiting position, then to the hop spot (approx 1sec),
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// so let's do continuous checks here to see if box1 is free,
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// and claim it if so, in order to smooth the path and claim
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// that time. only do this if there isn't anyone else in the queue,
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// though.
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if (!self.goalentity.box1owner) {
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// Claim it as ours mid-walk, if there isn't someone else waiting.
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if ((self.goalentity.box2owner == self && !self.goalentity.box3owner) ||
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(self.goalentity.box3owner == self && !self.goalentity.box2owner)) {
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self.goalentity.box1owner = self;
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self.goalorigin = self.goalentity.box1;
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// Free up the spot we were walking to before.
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if (self.goalentity.box2owner == self) self.goalentity.box2owner = world;
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if (self.goalentity.box3owner == self) self.goalentity.box3owner = world;
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}
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}
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if(nearby(self.goalorigin))
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{
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self.hop_step = 4;
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@ -430,7 +470,7 @@ void(float dist) Window_Walk =
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self.chase_time = time + 0.75;
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return;
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} else if (self.goalentity.owner) {
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self.chase_time = time + 0.15;
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self.chase_time = time + 0.05;
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return;
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}
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}
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@ -444,17 +484,6 @@ void(float dist) Window_Walk =
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}
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};
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//
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// kind of a shoddy fix, but essentially what we do to fix
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// issues with zomb ents colliding with each other during hopping
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// is make sure we wait a bit longer before freeing the window for
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// another usage.
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//
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void() free_window =
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{
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self.usedent = world;
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}
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void(float dist) Window_Hop =
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{
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if(self.hop_step == 0) {
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@ -505,24 +534,15 @@ void(float dist) Window_Hop =
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self.tries++;
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self.chase_time = time + 0.2;
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if(self.tries > 10) {
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// wait enough time before freeing window, to give time for zomb to move.
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if (!self.goalentity.owner) {
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self.goalentity.think = free_window;
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self.goalentity.nextthink = time + 0.5;
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}
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//self.goalentity.usedent = world;//free up the window if we've been waiting to hop
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if (!self.goalentity.owner)
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self.goalentity.usedent = world;//free up the window if we've been waiting to hop
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}
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}
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}
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if(self.hop_step == 6) {
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self.outside = FALSE;
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//self.goalentity.usedent = world;//free up the window, we're done hopping it
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//self.used = 0;
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if (!self.goalentity.owner) {
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self.goalentity.think = free_window;
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self.goalentity.nextthink = time + 0.5;
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}
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self.goalentity.usedent = world;//free up the window, we're done hopping it
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self.goalentity = world;
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self.enemy = find_new_enemy(self);
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//self.th_die();
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@ -486,7 +486,11 @@ void() Zombie_Think = //called every frame for zombies
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if (self.is_attacking && vlen(self.enemy.origin - self.origin) > 64) {
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// Cancel the animation, start walking again to catch up.
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self.is_attacking = false;
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zombie_decide();
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// zombie_decide() here used to call an idle loop if they were
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// outside, lesson learned.
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if (!self.outside)
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self.th_walk();
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}
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}
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@ -1085,6 +1089,12 @@ void() removeZombie =
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setorigin(self,'0 0 0');
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setorigin (self.goaldummy, '0 0 0');
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// cypress (20 dec 2023) -- added a nextthink() call here
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// so the next server frame we'll have always run SUB_Null().
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// there was some weird behavior here where a zombie's th_idle()
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// call would carry forward interrupting the procedure for walking
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// to a barricade.
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self.nextthink = time + 0.05;
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self.think = SUB_Null;
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self.classname = "freeZombieEntity";
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self.goalentity = world;
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@ -1104,7 +1114,7 @@ void() removeZombie =
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self.owner = world;
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self.spawnflags = 0;
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self.is_attacking = false;
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self.yaw_speed = 0;
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@ -1731,6 +1741,13 @@ void(entity where) spawn_a_zombieB =
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szombie.movetype = MOVETYPE_WALK;
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setmodel(szombie, "models/ai/zb%.mdl");
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szombie.hop_step = 0;
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// cypress (20 dec 2023) -- see comment from removeZombie(),
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// this is just a sanity check just in case someone decides
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// to play around with a freeZombieEntity and breaks that check..
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szombie.nextthink = time + 0.05;
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szombie.think = SUB_Null;
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szombie.gravity = 1.0;
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szombie.mins = '-8 -8 -32';//-16 16 -32
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