- Jan 25, 2020
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lachwright authored
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LJ Sonic authored
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James R. authored
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James R. authored
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- Jan 24, 2020
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LJ Sonic authored
This lets the host manually remove a body if they want, without polluting the chat with redundant messages.
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- Jan 23, 2020
- Jan 22, 2020
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LJ Sonic authored
The old name made it really easy to accidentally read R_IsPointInSubsector as R_PointInSubsector, and anyway it didn't even make sense...
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LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
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LJ Sonic authored
This is accomplished by simply preserving the player's body after disconnecting. Bodies will despawn after the number of minutes specified by the "rejointimeout" console variable (float). A value of 0 disables the feature completely. Clients rejoining are identified by their IP address, and may rejoin even if the server is full or joins are disabled, for as long as their body remains. From a technical standpoint, when the user disconnects, the player they were controlling does not leave, the underlying player_t just keeps working normally, except it does not receive any input anymore. When the user reconnects, they are simply "relinked" to their player_t. Those "soulless" players can be identified through their "quittime" field, which is the number of tics elapsed since the user disconnected, or zero if still connected. "quittime" is exposed to Lua.
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- Jan 21, 2020
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Zwip-Zwap Zapony authored
This fixes player 2 using player 1's "cam_turnmultiplier" instead of player 2's "cam2_turnmultiplier"
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- Jan 20, 2020
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James R. authored
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- Jan 19, 2020
- Jan 18, 2020
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Tatsuru authored
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Lactozilla authored
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Tatsuru authored
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Sal authored
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- Jan 17, 2020
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Lactozilla authored
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fickleheart authored
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fickleheart authored
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fickleheart authored
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fickleheart authored
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fickleheart authored
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fickleheart authored
fuck it, hopefully it works
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Lactozilla authored
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Lactozilla authored
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James R. authored
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- Jan 16, 2020
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SteelT authored
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SteelT authored
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SteelT authored
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Sal authored
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Alam Ed Arias authored
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