reconstruct the player linked list when a player comes in because the server

zaps the edict wholesale. this fixes the runaway loop problem when an
incoming player takes the place of a bot. unfortunatly, the bot just
vanishes without a trace. Fixing that will take server extensions.
This commit is contained in:
Bill Currie 2003-02-21 15:33:05 +00:00
parent 28b1cc48b7
commit 567f58c2fe

View file

@ -208,7 +208,7 @@ float sv_accelerate, sv_maxspeed, sv_stopspeed;
entity fixer;
entity route_table;
entity b_temp1, b_temp2, b_temp3;
entity player_head, phys_head, way_head;
entity player_head, player_tail, phys_head, way_head;
float busy_waypoints;
float coop = 0; // hack
@ -444,10 +444,52 @@ void() ClientFixRankings =
void() ClientInRankings =
{
local float cno;
if (!self.phys_obj) {
// oh no, the server killed our data. THE BASTARD!
// ie, incoming player
local entity e;
// repair the link
if (player_head != self) {
e = player_head;
while (e) {
if (e._next == self) {
self._last = e;
e = world;
} else {
e = e._next;
}
}
}
if (player_tail != self) {
e = player_tail;
while (e) {
if (e._last == self) {
self._next = e;
e = world;
} else {
e = e._last;
}
}
}
// unlink it again
if (self._last)
self._last._next = self._next;
else if (self._next)
player_head = self._next;
if (self._next)
self._next._last = self._last;
else if (self._last)
player_tail = self._last;
self._last = self._next = world;
}
if (player_head)
player_head._last = self;
self._next = player_head;
player_head = self;
if (!player_tail)
player_tail = self;
userid = userid + 1;
self.b_userid = userid;
@ -480,6 +522,8 @@ void() ClientDisconnected =
{
if (player_head == self)
player_head = self._next;
if (player_tail == self)
player_tail = self._last;
if (self._next)
self._next._last = self._last;
if (self._last)