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Merge branch 'latsrb2chat' into 'SRB2-CHAT'
Fix various bugs. See merge request SinnamonLat/SRB2!4
This commit is contained in:
commit
b1ccfa1f46
4 changed files with 13 additions and 8 deletions
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@ -2762,7 +2762,7 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
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msg = KICK_MSG_CON_FAIL;
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msg = KICK_MSG_CON_FAIL;
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}
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}
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CONS_Printf("\x82%s ", player_names[pnum]);
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//CONS_Printf("\x82%s ", player_names[pnum]);
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// If a verified admin banned someone, the server needs to know about it.
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// If a verified admin banned someone, the server needs to know about it.
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// If the playernum isn't zero (the server) then the server needs to record the ban.
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// If the playernum isn't zero (the server) then the server needs to record the ban.
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@ -3119,9 +3119,6 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
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if (newplayernum+1 > doomcom->numslots)
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if (newplayernum+1 > doomcom->numslots)
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doomcom->numslots = (INT16)(newplayernum+1);
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doomcom->numslots = (INT16)(newplayernum+1);
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if (netgame)
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CONS_Printf(M_GetText("Player %d has joined the game (node %d)\n"), newplayernum+1, node);
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// the server is creating my player
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// the server is creating my player
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if (node == mynode)
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if (node == mynode)
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{
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{
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@ -941,7 +941,7 @@ static void HU_queueChatChar(char c)
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{
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{
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INT32 spc = 1; // used if nodenum[1] is a space.
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INT32 spc = 1; // used if nodenum[1] is a space.
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char *nodenum = (char*) malloc(3);
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char *nodenum = (char*) malloc(3);
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const char *newmsg = msg+5+spc;
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const char *newmsg;
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// what we're gonna do now is check if the node exists
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// what we're gonna do now is check if the node exists
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// with that logic, characters 4 and 5 are our numbers:
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// with that logic, characters 4 and 5 are our numbers:
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@ -990,6 +990,7 @@ static void HU_queueChatChar(char c)
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}
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}
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// we need to get rid of the /pm<node>
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// we need to get rid of the /pm<node>
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newmsg = msg+5+spc;
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memcpy(msg, newmsg, 255);
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memcpy(msg, newmsg, 255);
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}
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}
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if (ci > 3) // don't send target+flags+empty message.
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if (ci > 3) // don't send target+flags+empty message.
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@ -3506,7 +3506,7 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
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if (player->pflags & PF_FLIPCAM && !(player->pflags & PF_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP)
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if (player->pflags & PF_FLIPCAM && !(player->pflags & PF_NIGHTSMODE) && player->mo->eflags & MFE_VERTICALFLIP)
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postimg = postimg_flip;
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postimg = postimg_flip;
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else if (player->awayviewtics && player->awayviewmobj != NULL) // Camera must obviously exist
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else if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj)) // Camera must obviously exist
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{
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{
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camera_t dummycam;
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camera_t dummycam;
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dummycam.subsector = player->awayviewmobj->subsector;
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dummycam.subsector = player->awayviewmobj->subsector;
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11
src/p_user.c
11
src/p_user.c
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@ -8372,7 +8372,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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if (!(multiplayer || netgame) && !splitscreen)
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if (!(multiplayer || netgame) && !splitscreen)
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{
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{
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fixed_t vx = thiscam->x, vy = thiscam->y;
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fixed_t vx = thiscam->x, vy = thiscam->y;
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if (player->awayviewtics && player->awayviewmobj != NULL) // Camera must obviously exist
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if (player->awayviewtics && player->awayviewmobj != NULL && !P_MobjWasRemoved(player->awayviewmobj)) // Camera must obviously exist
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{
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{
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vx = player->awayviewmobj->x;
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vx = player->awayviewmobj->x;
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vy = player->awayviewmobj->y;
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vy = player->awayviewmobj->y;
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@ -8534,7 +8534,7 @@ static void P_CalcPostImg(player_t *player)
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else
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else
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pviewheight = player->mo->z + player->viewheight;
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pviewheight = player->mo->z + player->viewheight;
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if (player->awayviewtics)
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if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj))
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{
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{
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sector = player->awayviewmobj->subsector->sector;
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sector = player->awayviewmobj->subsector->sector;
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pviewheight = player->awayviewmobj->z + 20*FRACUNIT;
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pviewheight = player->awayviewmobj->z + 20*FRACUNIT;
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@ -8701,6 +8701,13 @@ void P_PlayerThink(player_t *player)
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}
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}
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}
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}
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#endif
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#endif
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if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj))
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{
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P_SetTarget(&player->awayviewmobj, NULL); // remove awayviewmobj asap if invalid
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player->awayviewtics = 0; // reset to zero
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}
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if (player->pflags & PF_GLIDING)
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if (player->pflags & PF_GLIDING)
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{
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{
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if (player->panim != PA_ABILITY)
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if (player->panim != PA_ABILITY)
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