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SERVER: Fix Mystery Box causing Soft_Restart issues
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parent
6122e48a94
commit
2a94f8daf9
2 changed files with 92 additions and 19 deletions
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@ -1097,12 +1097,16 @@ void() power_switch =
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// MBOX_FreeEnt(ent)
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// Marks an MBOX entity as able to be used.
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//
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inline void(entity ent) MBOX_FreeEnt =
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void(entity ent) MBOX_FreeEnt =
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{
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setmodel(ent, "");
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ent.classname = "freeMboxEntity";
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ent.touch = SUB_Null;
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ent.think = SUB_Null;
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#ifdef FTE
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ent.alpha = 1;
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#endif
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};
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//
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@ -1321,6 +1325,10 @@ void() findboxspot =
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setmodel(g,"models/machines/mglow$.mdl");
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setorigin(g,newspot.origin);
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g.angles = newspot.angles;
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#ifdef FTE
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g.alpha = 0.5;
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#endif
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}
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// Remove teddy
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@ -1431,6 +1439,10 @@ void() finish_mbox_setup =
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setmodel(g,"models/machines/mglow$.mdl");
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setorigin(g,self.origin);
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g.angles = self.angles;
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#ifdef FTE
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g.alpha = 0.5;
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#endif
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}
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}
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@ -32,6 +32,11 @@ void() func_door_nzp;
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void(entity e) Light_None;
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void() setup_perk;
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void() touch_perk;
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void(entity ent) MBOX_FreeEnt;
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entity() MBOX_GetFreeEnt;
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void() mystery_touch;
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#define MBOX_SPAWNFLAG_NOLIGHT 2
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//
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// GameRestart_CleanPowerUps()
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@ -158,6 +163,78 @@ void() GameRestart_ResetPerkaColas =
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GameRestart_TurnPerkOff("perk_mule"); // Mule Kick
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}
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//
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// GameRestart_ResetMysteryBox
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// Clean-Up the Mystery Box.
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//
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void() GameRestart_ResetMysteryBox =
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{
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// Check if there is a Mystery Box in the map
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entity mystery_box = find(world, classname, "mystery");
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if (mystery_box != world) {
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mystery_box.boxstatus = 0;
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mystery_box.frame = 0;
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mystery_box.spins = 0;
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if (mystery_box.goaldummy != world)
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mystery_box.goaldummy.frame = 0;
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if (mystery_box.boxweapon)
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MBOX_FreeEnt(mystery_box.boxweapon);
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// If the Mystery Box is not in its original
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// location.
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if (mystery_box.origin != boxOrigin) {
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mystery_box.model = "models/props/teddy.mdl";
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mystery_box.frame = 2;
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mystery_box.classname = "mystery_box_tp_spot";
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mystery_box.touch = SUB_Null;
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mystery_box.angles_y -= 90;
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if (mystery_box.goaldummy != world)
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MBOX_FreeEnt(mystery_box.goaldummy);
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// This isn't the normal spawn position
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if (mystery_box.origin != boxOrigin) {
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// Find the original spot
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entity original_box = find(world, classname, "mystery_box_tp_spot");
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while (original_box != world) {
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if (original_box.origin == boxOrigin)
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break;
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original_box = find(original_box, classname, "mystery_box_tp_spot");
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}
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// Spawn the Box Glow if permitted
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if (!(mystery_box.spawnflags & MBOX_SPAWNFLAG_NOLIGHT)) {
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entity light = MBOX_GetFreeEnt();
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light.classname = "mystery_glow";
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original_box.goaldummy = light;
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setmodel(light, "models/machines/mglow$.mdl");
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setorigin(light, original_box.origin);
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light.angles = original_box.angles;
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#ifdef FTE
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light.alpha = 0.5;
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#endif
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}
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original_box.touch = mystery_touch;
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original_box.solid = SOLID_TRIGGER;
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original_box.classname = "mystery";
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setorigin(original_box, original_box.origin);
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setmodel(original_box, "models/machines/mystery.mdl");
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setsize (original_box, VEC_HULL2_MIN, VEC_HULL2_MAX);
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}
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Light_None(mystery_box);
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setmodel(mystery_box, mystery_box.model);
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}
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}
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}
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//moto -- put this here because it keeps soft_restart somewhat clean..
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void(entity door) reclose_door = {
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entity oldself;
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@ -176,7 +253,7 @@ void(entity door) reclose_door = {
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}
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void() Soft_Restart = {
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entity who, oldself, doors, box, endgame;
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entity who, oldself, doors, endgame;
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self = find(world,classname,"player");
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oldself = self;
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@ -208,6 +285,7 @@ void() Soft_Restart = {
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GameRestart_CleanWallSummons(); // Delete residual wall weapon spawns from our last game.
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GameRestart_RepairBarricades(); // Make sure all barricades are fully repaired.
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GameRestart_ResetPerkaColas(); // Turn all of the Perk-a-Cola lights off, reset states.
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GameRestart_ResetMysteryBox(); // Clean up the Mystery Box, delete floating weapon, etc.
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//close doors
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doors = findfloat(world, isopen, 1);
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@ -217,23 +295,6 @@ void() Soft_Restart = {
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doors = findfloat(world, isopen, 1);
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}
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//revert mystery box
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box = find(world, classname, "mystery");
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if (box) {
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box.boxstatus = 0;
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box.frame = 0;
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box.goaldummy.frame = 0;
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boxCount = 0;
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box.origin = boxOrigin;
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//self = box;
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if (box.boxweapon)
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remove(box.boxweapon);
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//mystery_box();
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//self = oldself;
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}
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//reset buyable ending
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endgame = find(world, classname, "func_ending");
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if (endgame) {
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