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https://github.com/yquake2/rogue.git
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Made the game able to handle entity overload better.
This is a port of yquake2 commit c3b57bc8.
This commit is contained in:
parent
fb1ebf960e
commit
8cba5293a0
4 changed files with 72 additions and 27 deletions
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@ -1596,8 +1596,15 @@ ai_run(edict_t *self, float dist)
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return;
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return;
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}
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}
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tempgoal = G_SpawnOptional();
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if (!tempgoal)
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{
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M_MoveToGoal(self, dist);
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return;
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}
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save = self->goalentity;
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save = self->goalentity;
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tempgoal = G_Spawn();
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self->goalentity = tempgoal;
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self->goalentity = tempgoal;
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new = false;
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new = false;
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23
src/g_misc.c
23
src/g_misc.c
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@ -178,14 +178,19 @@ ThrowGib(edict_t *self, char *gibname, int damage, int type)
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return;
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return;
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}
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}
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gibsthisframe++;
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if (gibsthisframe > MAX_GIBS)
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if (gibsthisframe > MAX_GIBS)
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{
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{
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return;
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return;
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}
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}
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gib = G_Spawn();
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gib = G_SpawnOptional();
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if (!gib)
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{
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return;
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}
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gibsthisframe++;
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VectorScale(self->size, 0.5, size);
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VectorScale(self->size, 0.5, size);
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VectorAdd(self->absmin, size, origin);
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VectorAdd(self->absmin, size, origin);
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@ -353,14 +358,20 @@ ThrowDebris(edict_t *self, char *modelname, float speed, vec3_t origin)
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return;
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return;
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}
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}
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debristhisframe++;
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if (debristhisframe > MAX_DEBRIS)
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if (debristhisframe > MAX_DEBRIS)
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{
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{
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return;
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return;
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}
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}
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chunk = G_Spawn();
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chunk = G_SpawnOptional();
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if (!chunk)
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{
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return;
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}
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debristhisframe++;
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VectorCopy(origin, chunk->s.origin);
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VectorCopy(origin, chunk->s.origin);
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gi.setmodel(chunk, modelname);
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gi.setmodel(chunk, modelname);
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v[0] = 100 * crandom();
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v[0] = 100 * crandom();
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@ -669,40 +669,66 @@ G_InitEdict(edict_t *e)
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}
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}
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/*
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/*
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* Either finds a free edict, or allocates a new one.
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* Either finds a free edict, or allocates a
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* Try to avoid reusing an entity that was recently freed,
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* new one. Try to avoid reusing an entity
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* because it can cause the client to think the entity
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* that was recently freed, because it can
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* morphed into something else instead of being removed
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* cause the client to think the entity
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* and recreated, which can cause interpolated angles and
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* morphed into something else instead of
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* bad trails.
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* being removed and recreated, which can
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* cause interpolated angles and bad trails.
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*/
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*/
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edict_t *
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#define POLICY_DEFAULT 0
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G_Spawn(void)
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#define POLICY_DESPERATE 1
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static edict_t *
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G_FindFreeEdict(int policy)
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{
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{
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int i;
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edict_t *e;
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edict_t *e;
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e = &g_edicts[(int)maxclients->value + 1];
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for (e = g_edicts + game.maxclients + 1 ; e < &g_edicts[globals.num_edicts] ; e++)
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for (i = maxclients->value + 1; i < globals.num_edicts; i++, e++)
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{
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{
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/* the first couple seconds of server time can involve a lot of
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/* the first couple seconds of server time can involve a lot of
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freeing and allocating, so relax the replacement policy */
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freeing and allocating, so relax the replacement policy
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if (!e->inuse &&
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*/
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((e->freetime < 2) || (level.time - e->freetime > 0.5)))
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if (!e->inuse && (policy == POLICY_DESPERATE || e->freetime < 2.0f || (level.time - e->freetime) > 0.5f))
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{
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{
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G_InitEdict(e);
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G_InitEdict (e);
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return e;
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return e;
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}
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}
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}
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}
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if (i == game.maxentities)
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return NULL;
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}
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edict_t *
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G_SpawnOptional(void)
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{
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edict_t *e = G_FindFreeEdict (POLICY_DEFAULT);
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if (e)
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{
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{
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gi.error("ED_Alloc: no free edicts");
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return e;
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}
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}
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globals.num_edicts++;
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if (globals.num_edicts >= game.maxentities)
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G_InitEdict(e);
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{
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return G_FindFreeEdict (POLICY_DESPERATE);
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}
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e = &g_edicts[globals.num_edicts++];
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G_InitEdict (e);
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return e;
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}
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edict_t *
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G_Spawn(void)
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{
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edict_t *e = G_SpawnOptional();
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if (!e)
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gi.error ("ED_Alloc: no free edicts");
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return e;
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return e;
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}
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}
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@ -722,6 +722,7 @@ void G_UseTargets(edict_t *ent, edict_t *activator);
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void G_SetMovedir(vec3_t angles, vec3_t movedir);
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void G_SetMovedir(vec3_t angles, vec3_t movedir);
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void G_InitEdict(edict_t *e);
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void G_InitEdict(edict_t *e);
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edict_t *G_SpawnOptional(void);
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edict_t *G_Spawn(void);
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edict_t *G_Spawn(void);
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void G_FreeEdict(edict_t *e);
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void G_FreeEdict(edict_t *e);
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