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Fixed incorrect message size for SetResearch
Removed outdated comment from player.cpp Revised MsgFunc_CurAmmo to evaluate flags only if message had a valid weapon Changed AvHPlayer.cpp permissions to allow switching teams before a round starts and disallow joining active teams that aren't used by the map. git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@33 67975925-1194-0748-b3d5-c16f83f1a3a1
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e6db2ee4e5
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4 changed files with 13 additions and 17 deletions
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@ -670,12 +670,9 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
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return 0;
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return 0;
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}
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}
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bool bOnTarget = (iState & WEAPON_ON_TARGET) != 0; //used to track autoaim state
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bool bIsCurrent = (iState & WEAPON_IS_CURRENT) != 0;
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if ( g_iUser1 != OBS_IN_EYE )
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if ( g_iUser1 != OBS_IN_EYE )
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{
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{
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if ( iId == -1 && iClip == -1 )
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if ( iId == -1 && iClip == -1 ) //this conditional is never true due to iId < 1 check above!
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{
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{
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gHUD.m_fPlayerDead = TRUE;
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gHUD.m_fPlayerDead = TRUE;
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gpActiveSel = NULL;
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gpActiveSel = NULL;
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@ -690,8 +687,10 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
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{ return 0; }
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{ return 0; }
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m_pWeapon = pWeapon;
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m_pWeapon = pWeapon;
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m_pWeapon->iEnabled = (iState & WEAPON_IS_ENABLED) ? TRUE : FALSE;
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bool bOnTarget = (iState & WEAPON_ON_TARGET) != 0; //used to track autoaim state
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m_pWeapon->iClip = iClip;
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bool bIsCurrent = (iState & WEAPON_IS_CURRENT) != 0;
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m_pWeapon->iEnabled = (iState & WEAPON_IS_ENABLED) != 0 ? TRUE : FALSE;
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m_pWeapon->iClip = abs(iClip);
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if( !bIsCurrent )
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if( !bIsCurrent )
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{ return 1; }
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{ return 1; }
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@ -812,10 +812,6 @@ void CBasePlayer::DestroyAllItems(BOOL removeSuit)
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for ( i = 0; i < MAX_AMMO_SLOTS;i++)
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for ( i = 0; i < MAX_AMMO_SLOTS;i++)
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m_rgAmmo[i] = 0;
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m_rgAmmo[i] = 0;
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// Removed because network messages were being sent before client was fully in the game (some messages weren't going through, like gmsgWeaponList).
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// This gets called every tick by AvHPlayer::UpdateClientData() anyways.
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//UpdateClientData();
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// send Selected Weapon Message to our client
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// send Selected Weapon Message to our client
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NetMsg_CurWeapon( pev, 0, 0, 0 );
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NetMsg_CurWeapon( pev, 0, 0, 0 );
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}
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}
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@ -77,7 +77,7 @@ void Net_InitializeMessages(void)
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g_msgSetOrder = REG_USER_MSG( "SetOrder", -1 );
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g_msgSetOrder = REG_USER_MSG( "SetOrder", -1 );
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g_msgSetParticleTemplates = REG_USER_MSG( "Particles", -1 );
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g_msgSetParticleTemplates = REG_USER_MSG( "Particles", -1 );
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g_msgSetSelect = REG_USER_MSG( "SetSelect", -1 );
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g_msgSetSelect = REG_USER_MSG( "SetSelect", -1 );
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g_msgSetRequest = REG_USER_MSG( "SetRequest", 3 );
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g_msgSetRequest = REG_USER_MSG( "SetRequest", 2 );
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g_msgSetSoundNames = REG_USER_MSG( "SoundNames", -1 );
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g_msgSetSoundNames = REG_USER_MSG( "SoundNames", -1 );
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g_msgSetTechNodes = REG_USER_MSG( "SetTech", 9 );
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g_msgSetTechNodes = REG_USER_MSG( "SetTech", 9 );
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g_msgSetTechSlots = REG_USER_MSG( "TechSlots", 1 + kNumTechSlots );
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g_msgSetTechSlots = REG_USER_MSG( "TechSlots", 1 + kNumTechSlots );
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@ -9719,10 +9719,11 @@ bool AvHPlayer::GetIsAuthorized(AvHAuthAction inAction, int inParameter) const
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case TEAM_SPECT:
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case TEAM_SPECT:
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return true;
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return true;
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default:
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default:
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// check it's an active team - game theTeam if haven't seen other team information
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// check it's an active team
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if( theTeam >= TEAM_ACTIVE_BEGIN && inParameter < TEAM_ACTIVE_END )
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if( theTeam == GetGameRules()->GetTeamA()->GetTeamNumber() || theTeam == GetGameRules()->GetTeamB()->GetTeamNumber() )
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{
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{
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if( CVAR_GET_FLOAT("sv_cheats") != 0 ) { return true; } //cheaters can switch
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if( GetGameRules()->GetCheatsEnabled() ) { return true; } // cheaters can switch
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if( !GetGameRules()->GetGameStarted() ) { return true; } // can switch teams before start
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if( this->GetHasBeenSpectator() ) { return false; } // spectators have seen everybody
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if( this->GetHasBeenSpectator() ) { return false; } // spectators have seen everybody
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for(int counter = TEAM_ACTIVE_BEGIN; counter < TEAM_ACTIVE_END; counter++)
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for(int counter = TEAM_ACTIVE_BEGIN; counter < TEAM_ACTIVE_END; counter++)
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{
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{
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@ -9731,7 +9732,7 @@ bool AvHPlayer::GetIsAuthorized(AvHAuthAction inAction, int inParameter) const
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}
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}
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return true; // haven't seen another team, authorized to join
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return true; // haven't seen another team, authorized to join
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}
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}
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return false; // unknown team - never grant an unknown permission!
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return false; // unknown/inactive team - never grant an unknown permission!
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}
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}
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}
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}
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case AUTH_ACTION_ADJUST_BALANCE:
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case AUTH_ACTION_ADJUST_BALANCE:
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