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138 results
Show changes
......@@ -269,10 +269,10 @@ void PT_TextCmd(SINT8 node, INT32 netconsole)
}
// check if tic that we are making isn't too large else we cannot send it :(
// doomcom->numslots+1 "+1" since doomcom->numslots can change within this time and sent time
// numslots+1 "+1" since numslots can change within this time and sent time
j = software_MAXPACKETLENGTH
- (netbuffer->u.textcmd[0]+2+BASESERVERTICSSIZE
+ (doomcom->numslots+1)*sizeof(ticcmd_t));
+ (numslots+1)*sizeof(ticcmd_t));
// search a tic that have enougth space in the ticcmd
while ((textcmd = D_GetExistingTextcmd(tic, netconsole)),
......
......@@ -245,7 +245,7 @@ static boolean SV_SendServerConfig(INT32 node)
netbuffer->packettype = PT_SERVERCFG;
netbuffer->u.servercfg.serverplayer = (UINT8)serverplayer;
netbuffer->u.servercfg.totalslotnum = (UINT8)(doomcom->numslots);
netbuffer->u.servercfg.totalslotnum = (UINT8)numslots;
netbuffer->u.servercfg.gametic = (tic_t)LONG(gametic);
netbuffer->u.servercfg.clientnode = (UINT8)node;
netbuffer->u.servercfg.gamestate = (UINT8)gamestate;
......
......@@ -244,7 +244,7 @@ void PT_ServerTics(SINT8 node, INT32 netconsole)
if (realstart <= neededtic && realend > neededtic)
{
UINT8 *pak = (UINT8 *)&packet->cmds;
UINT8 *txtpak = (UINT8 *)&packet->cmds[packet->numslots * packet->numtics];
UINT8 *txtpak = (UINT8 *)&packet->cmds[numslots * packet->numtics];
for (tic_t i = realstart; i < realend; i++)
{
......@@ -253,7 +253,7 @@ void PT_ServerTics(SINT8 node, INT32 netconsole)
// copy the tics
pak = G_ScpyTiccmd(netcmds[i%BACKUPTICS], pak,
packet->numslots*sizeof (ticcmd_t));
numslots*sizeof (ticcmd_t));
CL_CopyNetCommandsFromServerPacket(i, &txtpak);
}
......@@ -320,7 +320,7 @@ static tic_t SV_CalculateNumTicsForPacket(SINT8 nodenum, tic_t firsttic, tic_t l
for (tic_t tic = firsttic; tic < lasttic; tic++)
{
size += sizeof (ticcmd_t) * doomcom->numslots;
size += sizeof (ticcmd_t) * numslots;
size += TotalTextCmdPerTic(tic);
if (size > software_MAXPACKETLENGTH)
......@@ -337,7 +337,7 @@ static tic_t SV_CalculateNumTicsForPacket(SINT8 nodenum, tic_t firsttic, tic_t l
if (size > MAXPACKETLENGTH)
I_Error("Too many players: can't send %s data for %d players to node %d\n"
"Well sorry nobody is perfect....\n",
sizeu1(size), doomcom->numslots, nodenum);
sizeu1(size), numslots, nodenum);
else
{
lasttic++; // send it anyway!
......@@ -394,20 +394,20 @@ void SV_SendTics(void)
netbuffer->packettype = PT_SERVERTICS;
netbuffer->u.serverpak.starttic = realfirsttic;
netbuffer->u.serverpak.numtics = (UINT8)(lasttictosend - realfirsttic);
netbuffer->u.serverpak.numslots = (UINT8)SHORT(doomcom->numslots);
netbuffer->u.serverpak.numslots = (UINT8)SHORT(numslots);
// Fill and send the packet
UINT8 *bufpos = (UINT8 *)&netbuffer->u.serverpak.cmds;
for (tic_t i = realfirsttic; i < lasttictosend; i++)
bufpos = G_DcpyTiccmd(bufpos, netcmds[i%BACKUPTICS], doomcom->numslots * sizeof (ticcmd_t));
bufpos = G_DcpyTiccmd(bufpos, netcmds[i%BACKUPTICS], numslots * sizeof (ticcmd_t));
for (tic_t i = realfirsttic; i < lasttictosend; i++)
SV_WriteNetCommandsForTic(i, &bufpos);
size_t packsize = bufpos - (UINT8 *)&(netbuffer->u);
HSendPacket(n, false, 0, packsize);
// When tics are too large, only one tic is sent so don't go backwards!
if (lasttictosend-doomcom->extratics > realfirsttic)
node->supposedtic = lasttictosend-doomcom->extratics;
if (lasttictosend-extratics > realfirsttic)
node->supposedtic = lasttictosend-extratics;
else
node->supposedtic = lasttictosend;
node->supposedtic = max(node->supposedtic, node->tic);
......
......@@ -5582,7 +5582,7 @@ void A_MinusDigging(mobj_t *actor)
minus = actor;
P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_MinusCarry);
P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_MinusCarry, minus);
}
else
{
......@@ -6109,7 +6109,7 @@ void A_UnidusBall(mobj_t *actor)
else if (locvar1 == 2)
{
boolean skull = (actor->target->flags2 & MF2_SKULLFLY) == MF2_SKULLFLY;
if (actor->target->state == &states[actor->target->info->painstate])
if (P_IsMobjInPainState(actor->target))
{
P_KillMobj(actor, NULL, NULL, 0);
return;
......@@ -13726,7 +13726,7 @@ void A_DustDevilThink(mobj_t *actor)
dustdevil = actor;
P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_DustDevilLaunch);
P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_DustDevilLaunch, dustdevil);
//Whirlwind sound effect.
if (leveltime % 70 == 0)
......@@ -13842,7 +13842,7 @@ void A_TNTExplode(mobj_t *actor)
barrel = actor;
P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_TNTExplode);
P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_TNTExplode, barrel);
// cause a quake -- P_StartQuake does not exist yet
epicenter.x = actor->x;
......
......@@ -412,7 +412,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{
if (special->type == MT_STEAM)
{
if (player && player->mo->state == &states[player->mo->info->painstate]) // can't use gas jets when player is in pain!
if (player && P_IsPlayerInState(player, S_PLAY_PAIN)) // can't use gas jets when player is in pain!
return;
fixed_t speed = special->info->mass; // gas jets use this for the vertical thrust
......@@ -752,8 +752,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{
if (!playeringame[i] || players[i].spectator)
continue;
players[i].exiting = (14*TICRATE)/5 + 1;
P_DoPlayerExit(&players[i], true);
}
//S_StartSound(NULL, sfx_lvpass);
}
......@@ -1820,7 +1819,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (!player->climbing)
{
if (player->bot && player->bot != BOT_MPAI && toucher->state-states != S_PLAY_GASP)
if (player->bot && player->bot != BOT_MPAI && !P_IsPlayerInState(player, S_PLAY_GASP))
S_StartSound(toucher, special->info->deathsound); // Force it to play a sound for bots
P_SetMobjState(toucher, S_PLAY_GASP);
P_ResetPlayer(player);
......@@ -3226,8 +3225,8 @@ static boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, IN
return false;
// Ignore IT players shooting each other, unless friendlyfire is on.
if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE) || (damagetype & DMG_CANHURTSELF)) &&
source && source->player && source->player->pflags & PF_TAGIT)))
if ((player->pflags & PF_TAGIT && source && source->player && !(((cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)) || ((damagetype & DMG_CANHURTSELF) && source->player == player)) &&
source->player->pflags & PF_TAGIT)))
{
if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
{
......@@ -3242,7 +3241,8 @@ static boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *source, IN
// Don't allow players on the same team to hurt one another,
// unless cv_friendlyfire is on.
if (!(cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE) || (damagetype & DMG_CANHURTSELF)) && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT))
if (source && source->player && !((cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)) || ((damagetype & DMG_CANHURTSELF) && source->player == player)) &&
(player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT))
{
if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
{
......@@ -3344,7 +3344,7 @@ static boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj_t *sou
// Tag handling
if (G_TagGametype())
return P_TagDamage(target, inflictor, source, damage, damagetype);
else if (damagetype & DMG_CANHURTSELF)
else if ((damagetype & DMG_CANHURTSELF) && source && source->player && source->player == player)
return true;
else if (G_GametypeHasTeams()) // CTF + Team Match
{
......@@ -3413,19 +3413,21 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
{
P_PlayerFlagBurst(player, false);
if (source && source->player)
if (source && source->player && source->player != player) // Don't score points against yourself
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, 25);
}
}
if (source && source->player && !player->powers[pw_super]) //don't score points against super players
if (source && source->player && source->player != player && !player->powers[pw_super]) //don't score points against super players or yourself
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
{
P_AddPlayerScore(source->player, 100);
}
}
// If the player was super, tell them he/she ain't so super nomore.
if (!G_CoopGametype() && player->powers[pw_super])
......@@ -3538,14 +3540,14 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
{
P_PlayerFlagBurst(player, false);
if (source && source->player)
if (source && source->player && source->player != player) // Don't score points against yourself
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, 25);
}
}
if (source && source->player && !player->powers[pw_super]) //don't score points against super players
if (source && source->player && source->player != player && !player->powers[pw_super]) //don't score points against super players or yourself
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
......@@ -3562,7 +3564,7 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN
if (damagetype == DMG_SPIKE) // spikes
S_StartSound(player->mo, sfx_spkdth);
if (source && source->player && !player->powers[pw_super]) //don't score points against super players
if (source && source->player && source->player != player && !player->powers[pw_super]) //don't score points against super players
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
......@@ -3572,7 +3574,7 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN
if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
{
P_PlayerFlagBurst(player, false);
if (source && source->player)
if (source && source->player && source->player != player) // Don't score points against yourself
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
......@@ -3885,7 +3887,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
// To reduce griefing potential, don't allow players to be killed
// by friendly fire. Spilling their rings and other items is enough.
else if (!force && G_GametypeHasTeams()
&& source && source->player && (source->player->ctfteam == player->ctfteam)
&& source && source->player && source->player != player && (source->player->ctfteam == player->ctfteam)
&& (cv_friendlyfire.value || (gametyperules & GTR_FRIENDLYFIRE)))
{
damage = 0;
......
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