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https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
Various bugfixes by Tobias Kuehnhammer (#5270)
- A stupid bug where bots re-trigger jumppads if they fell onto it. - A small "memset" bug concerning player animations. - Reward sounds were never cleared and thus they are played on a map restart. - Safer and more secure handling of disconnected clients and clients with malformed or illegal info strings. - first_gauntlet_hit.wav was not played (ops/ps) bug - capturelimit not hit (from OAX)
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1af9c636a5
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56f16e10d6
11 changed files with 32 additions and 29 deletions
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@ -742,7 +742,7 @@ void BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type)
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int BotGetReachabilityToGoal(vec3_t origin, int areanum,
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int lastgoalareanum, int lastareanum,
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int *avoidreach, float *avoidreachtimes, int *avoidreachtries,
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bot_goal_t *goal, int travelflags, int movetravelflags,
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bot_goal_t *goal, int travelflags,
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struct bot_avoidspot_s *avoidspots, int numavoidspots, int *flags)
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{
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int i, t, besttime, bestreachnum, reachnum;
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@ -754,7 +754,6 @@ int BotGetReachabilityToGoal(vec3_t origin, int areanum,
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if (AAS_AreaDoNotEnter(areanum) || AAS_AreaDoNotEnter(goal->areanum))
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{
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travelflags |= TFL_DONOTENTER;
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movetravelflags |= TFL_DONOTENTER;
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} //end if
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//use the routing to find the next area to go to
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besttime = 0;
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@ -787,7 +786,7 @@ int BotGetReachabilityToGoal(vec3_t origin, int areanum,
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if (lastgoalareanum == goal->areanum && reach.areanum == lastareanum) continue;
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//if (AAS_AreaContentsTravelFlags(reach.areanum) & ~travelflags) continue;
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//if the travel isn't valid
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if (!BotValidTravel(origin, &reach, movetravelflags)) continue;
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if (!BotValidTravel(origin, &reach, travelflags)) continue;
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//get the travel time
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t = AAS_AreaTravelTimeToGoalArea(reach.areanum, reach.end, goal->areanum, travelflags);
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//if the goal area isn't reachable from the reachable area
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@ -874,7 +873,7 @@ int BotMovementViewTarget(int movestate, bot_goal_t *goal, int travelflags, floa
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reachnum = BotGetReachabilityToGoal(reach.end, reach.areanum,
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ms->lastgoalareanum, lastareanum,
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ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
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goal, travelflags, travelflags, NULL, 0, NULL);
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goal, travelflags, NULL, 0, NULL);
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VectorCopy(reach.end, end);
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lastareanum = reach.areanum;
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if (lastareanum == goal->areanum)
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@ -933,7 +932,7 @@ int BotPredictVisiblePosition(vec3_t origin, int areanum, bot_goal_t *goal, int
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reachnum = BotGetReachabilityToGoal(end, areanum,
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lastgoalareanum, lastareanum,
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avoidreach, avoidreachtimes, avoidreachtries,
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goal, travelflags, travelflags, NULL, 0, NULL);
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goal, travelflags, NULL, 0, NULL);
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if (!reachnum) return qfalse;
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AAS_ReachabilityFromNum(reachnum, &reach);
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//
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@ -3246,7 +3245,7 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
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reachnum = BotGetReachabilityToGoal(ms->origin, ms->areanum,
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ms->lastgoalareanum, ms->lastareanum,
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ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
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goal, travelflags, travelflags,
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goal, travelflags,
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ms->avoidspots, ms->numavoidspots, &resultflags);
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//the area number the reachability starts in
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ms->reachareanum = ms->areanum;
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@ -3369,7 +3368,7 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
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lastreachnum = BotGetReachabilityToGoal(end, areas[i],
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ms->lastgoalareanum, ms->lastareanum,
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ms->avoidreach, ms->avoidreachtimes, ms->avoidreachtries,
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goal, travelflags, TFL_JUMPPAD, ms->avoidspots, ms->numavoidspots, NULL);
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goal, TFL_JUMPPAD, ms->avoidspots, ms->numavoidspots, NULL);
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if (lastreachnum)
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{
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ms->lastreachnum = lastreachnum;
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@ -3389,7 +3388,6 @@ void BotMoveToGoal(bot_moveresult_t *result, int movestate, bot_goal_t *goal, in
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ms->lastreachnum = lastreachnum;
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ms->lastareanum = areas[i];
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//botimport.Print(PRT_MESSAGE, "found jumppad reachability hard!!\n");
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break;
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} //end if
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} //end for
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if (lastreachnum) break;
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@ -323,7 +323,7 @@ void ElevatorBottomCenter(aas_reachability_t *reach, vec3_t bottomcenter);
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int BotGetReachabilityToGoal(vec3_t origin, int areanum,
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int lastgoalareanum, int lastareanum,
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int *avoidreach, float *avoidreachtimes, int *avoidreachtries,
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bot_goal_t *goal, int travelflags, int movetravelflags,
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bot_goal_t *goal, int travelflags,
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struct bot_avoidspot_s *avoidspots, int numavoidspots, int *flags);
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int AAS_PointLight(vec3_t origin, int *red, int *green, int *blue);
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@ -668,20 +668,21 @@ CG_AdjustPositionForMover
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Also called by client movement prediction code
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=========================
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*/
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void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) {
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void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out, vec3_t angles_in, vec3_t angles_out) {
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centity_t *cent;
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vec3_t oldOrigin, origin, deltaOrigin;
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vec3_t oldAngles, angles;
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//vec3_t deltaAngles;
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vec3_t oldAngles, angles, deltaAngles;
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if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
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VectorCopy( in, out );
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VectorCopy(angles_in, angles_out);
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return;
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}
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cent = &cg_entities[ moverNum ];
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if ( cent->currentState.eType != ET_MOVER ) {
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VectorCopy( in, out );
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VectorCopy(angles_in, angles_out);
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return;
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}
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@ -692,10 +693,10 @@ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int
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BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles );
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VectorSubtract( origin, oldOrigin, deltaOrigin );
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//VectorSubtract( angles, oldAngles, deltaAngles );
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VectorSubtract( angles, oldAngles, deltaAngles );
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VectorAdd( in, deltaOrigin, out );
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VectorAdd( angles_in, deltaAngles, angles_out );
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// FIXME: origin change when on a rotating object
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}
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@ -773,7 +774,7 @@ static void CG_CalcEntityLerpPositions( centity_t *cent ) {
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// player state
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if ( cent != &cg.predictedPlayerEntity ) {
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CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
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cg.snap->serverTime, cg.time, cent->lerpOrigin );
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cg.snap->serverTime, cg.time, cent->lerpOrigin, cent->lerpAngles, cent->lerpAngles);
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}
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}
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@ -1333,7 +1333,7 @@ void CG_PainEvent( centity_t *cent, int health );
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void CG_SetEntitySoundPosition( centity_t *cent );
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void CG_AddPacketEntities( void );
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void CG_Beam( centity_t *cent );
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void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out );
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void CG_AdjustPositionForMover(const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out, vec3_t angles_in, vec3_t angles_out);
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void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName );
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@ -2615,7 +2615,7 @@ void CG_ResetPlayerEntity( centity_t *cent ) {
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cent->pe.legs.pitchAngle = 0;
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cent->pe.legs.pitching = qfalse;
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memset( ¢->pe.torso, 0, sizeof( cent->pe.legs ) );
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memset( ¢->pe.torso, 0, sizeof( cent->pe.torso ) );
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cent->pe.torso.yawAngle = cent->rawAngles[YAW];
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cent->pe.torso.yawing = qfalse;
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cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
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@ -375,7 +375,7 @@ void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
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}
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if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) {
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#ifdef MISSIONPACK
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if (ops->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) {
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if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) {
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sfx = cgs.media.firstHumiliationSound;
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} else {
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sfx = cgs.media.humiliationSound;
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@ -534,9 +534,9 @@ void CG_PredictPlayerState( void ) {
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}
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cg.thisFrameTeleport = qfalse;
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} else {
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vec3_t adjusted;
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vec3_t adjusted, new_angles;
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CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
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cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted );
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cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.predictedPlayerState.viewangles, new_angles);
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if ( cg_showmiss.integer ) {
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if (!VectorCompare( oldPlayerState.origin, adjusted )) {
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@ -604,7 +604,7 @@ void CG_PredictPlayerState( void ) {
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// adjust for the movement of the groundentity
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CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
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cg.predictedPlayerState.groundEntityNum,
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cg.physicsTime, cg.time, cg.predictedPlayerState.origin );
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cg.physicsTime, cg.time, cg.predictedPlayerState.origin, cg.predictedPlayerState.viewangles, cg.predictedPlayerState.viewangles);
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if ( cg_showmiss.integer ) {
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if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
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@ -457,7 +457,8 @@ static void CG_MapRestart( void ) {
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cg.fraglimitWarnings = 0;
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cg.timelimitWarnings = 0;
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cg.rewardTime = 0;
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cg.rewardStack = 0;
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cg.intermissionStarted = qfalse;
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cg.levelShot = qfalse;
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@ -722,6 +722,8 @@ void ClientUserinfoChanged( int clientNum ) {
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// check for malformed or illegal info strings
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if ( !Info_Validate(userinfo) ) {
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strcpy (userinfo, "\\name\\badinfo");
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// don't keep those clients and userinfo
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trap_DropClient(clientNum, "Invalid userinfo");
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}
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// check for local client
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@ -938,7 +940,12 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
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return "Invalid password";
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}
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}
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// if a player reconnects quickly after a disconnect, the client disconnect may never be called, thus flag can get lost in the ether
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if (ent->inuse) {
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G_LogPrintf("Forcing disconnect on active client: %i\n", ent-g_entities);
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// so lets just fix up anything that should happen on a disconnect
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ClientDisconnect(ent-g_entities);
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}
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// they can connect
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ent->client = level.clients + clientNum;
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client = ent->client;
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@ -1271,7 +1278,7 @@ void ClientDisconnect( int clientNum ) {
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G_RemoveQueuedBotBegin( clientNum );
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ent = g_entities + clientNum;
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if ( !ent->client ) {
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if (!ent->client || ent->client->pers.connected == CON_DISCONNECTED) {
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return;
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}
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@ -1590,7 +1590,7 @@ void ClientCommand( int clientNum ) {
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char cmd[MAX_TOKEN_CHARS];
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ent = g_entities + clientNum;
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if ( !ent->client ) {
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if (!ent->client || ent->client->pers.connected != CON_CONNECTED) {
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return; // not fully in game yet
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}
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@ -1363,10 +1363,6 @@ void CheckExitRules( void ) {
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}
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}
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if ( level.numPlayingClients < 2 ) {
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return;
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}
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if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) {
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if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
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trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" );
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