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SERVER: Improve Door restoration via Soft_Restart
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parent
e50536924b
commit
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2 changed files with 34 additions and 22 deletions
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@ -103,8 +103,10 @@ void() door_hit_top =
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if ((self.classname == "door_nzp_cost" || self.classname == "door_nzp" || self.classname == "door_open"))
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if ((self.classname == "door_nzp_cost" || self.classname == "door_nzp" || self.classname == "door_open"))
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{
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{
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//remove (self.owner.trigger_field); //moto - what does this do lol
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//remove (self.owner.trigger_field); //moto - what does this do lol
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if (!(self.spawnflags & 128))
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if (!(self.spawnflags & 128)) {
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setmodel(self, "");
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setmodel(self, "");
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self.solid = SOLID_NOT;
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}
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self.isopen = 1;
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self.isopen = 1;
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return;//so we dont have to reopen doors
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return;//so we dont have to reopen doors
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@ -497,6 +499,10 @@ void() LinkDoors =
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self = self.owner;
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self = self.owner;
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// This guards against spawning more than one
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// trigger field upon restart.
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if (self.owner.trigger_field)
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return;
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if (self.health)
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if (self.health)
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return;
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return;
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if (self.targetname && self.classname != "door_nzp_cost")
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if (self.targetname && self.classname != "door_nzp_cost")
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@ -238,6 +238,10 @@ void() GameRestart_ResetMysteryBox =
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}
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}
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}
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}
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//
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// GameRestart_RestoreFakeRemovals()
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// Puts back everything "removed" using Ent_FakeRemove().
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//
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void() GameRestart_RestoreFakeRemovals =
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void() GameRestart_RestoreFakeRemovals =
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{
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{
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entity ent = findfloat(world, entity_removed, true);
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entity ent = findfloat(world, entity_removed, true);
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@ -255,25 +259,34 @@ void() GameRestart_RestoreFakeRemovals =
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}
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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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//
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void(entity door) reclose_door = {
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// GameRestart_OpenClosedDoors()
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entity oldself;
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// Restores doors that were previously opened in last session.
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oldself = self;
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//
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void() GameRestart_OpenClosedDoors =
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{
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// Grab every open door.
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entity door = findfloat(world, isopen, true);
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entity temp_ent;
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while(door) {
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setmodel(door, door.oldmodel);
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door.solid = SOLID_BSP;
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setorigin(door, door.oldorigin);
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door.isopen = false;
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// Run the spawn function again.
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temp_ent = self;
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self = door;
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self = door;
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setmodel(self, self.oldmodel);
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self.solid = SOLID_BSP;
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setorigin(self, self.oldorigin);
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self.isopen = 0;
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func_door_nzp();
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func_door_nzp();
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self = temp_ent;
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//Close_Waypoint(self.wayTarget);
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door = door.chain;
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}
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self = oldself;
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}
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}
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void() Soft_Restart = {
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void() Soft_Restart = {
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entity who, oldself, doors, endgame;
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entity who, oldself, endgame;
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self = find(world,classname,"player");
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self = find(world,classname,"player");
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oldself = self;
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oldself = self;
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@ -307,14 +320,7 @@ void() Soft_Restart = {
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GameRestart_ResetPerkaColas(); // Turn all of the Perk-a-Cola lights off, reset states.
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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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GameRestart_ResetMysteryBox(); // Clean up the Mystery Box, delete floating weapon, etc.
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GameRestart_RestoreFakeRemovals(); // Puts back everything "removed" using Ent_FakeRemove().
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GameRestart_RestoreFakeRemovals(); // Puts back everything "removed" using Ent_FakeRemove().
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GameRestart_OpenClosedDoors(); // Restores doors that were previously opened in last session.
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//close doors
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doors = findfloat(world, isopen, 1);
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while (doors) {
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if (doors.isopen)
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reclose_door(doors);
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doors = findfloat(world, isopen, 1);
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}
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//reset buyable ending
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//reset buyable ending
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endgame = find(world, classname, "func_ending");
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endgame = find(world, classname, "func_ending");
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