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Re: Multiple Respawns Causes Bug [message #479276 is a reply to message #479262] |
Wed, 13 February 2013 11:31 |
Troll King
Messages: 56 Registered: June 2012 Location: Netherlands
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EXACT CODE:
Console_Output("spawning new obj\n");
// Invalid obj, not enabled or not alive.
if(!Enabled || !obj || Commands->Get_Health(obj) <= 0 || !obj->As_SoldierGameObj())
return;
Console_Output("1\n");
cPlayer *PData = Find_Player(Get_Player_ID(obj));
// Somehow the player does not have any WW player data.
if(!PData)
return;
Console_Output("2\n");
bool NewPlayer = false;
TC_Player *Player = Find_TC_Player(obj);
// Player data does not exist yet.
if(!Player)
{
NewPlayer = true;
TC_Player *NewPlayer = new TC_Player(PData->Get_Id());
NewPlayer->Set_Spawns(InitialSpawns);
Players.Add(NewPlayer);
Player = NewPlayer;
}
if(!Player->Has_Collisions_Enabled())
{
Player->Toggle_Collisions_Enabled(true);
Player->Respawn_Me();
return;
}
Console_Output("3\n");
// Invalid team.
int PlayerType = Commands->Get_Player_Type(obj); // Must be done via Commands, becouse elseway we get an access violation.
if(PlayerType != 1 && Player->Get_Spawns() > 0)
{
Commands->Attach_Script(obj, "TC_Change_Team_Fix", "1");
return;
}
Console_Output("4\n");
// Change the spawns if we should.
if(!NewPlayer)
Player->Decrease_Spawns();
if(PlayerType != -2 && Player->Get_Spawns() <= 0)
{
Commands->Attach_Script(obj, "TC_Change_Team_Fix", "-2");
return;
}
Console_Output("5\n");
// Only display a message when we're not in a cinematic.
if(!IsInCinematic)
{
StringClass Str;
// Player still has spawns available.
if(Player->Get_Spawns() > 0)
{
Str.Format("%s, you have %d spawn(s) left!", Get_Player_Name(obj), Player->Get_Spawns());
Send_Message_Player(obj, 0, 255, 0, Str.Peek_Buffer());
}
else
{
Str.Format("%s, you have no spawns left!", Get_Player_Name(obj));
Send_Message_Player(obj, 255, 0, 0, Str.Peek_Buffer());
Send_Message_Player(obj, 255, 0, 0, "You can only respawn if somebody picks up a spawn powerup.");
}
}
else if(CinematicStarted)
{
StringClass Str;
Str.Format("%s, there is currently a cinematic playing, please wait.", Get_Player_Name(obj));
Send_Message_Player(obj, 255, 255, 0, Str.Peek_Buffer());
}
// Check if we should make the screen black
Set_Screen_Fade_Color_Player(obj, 0,0,0,0.1f);
Set_Screen_Fade_Opacity_Player(obj, IsScreenHidden ? 1.0f : 0.0f, 0.1f);
// Check if we should render the player.
bool Render = !IsInCinematic;
if(Player->Get_Spawns() <= 0)
Render = false;
// Default object stuff, doesn't matter if we should render or not.
if(NewPlayer || Player->Is_Marked_As_Leaver())
{
Player->Mark_As_Leaver(false);
Set_Background_Music_Player(obj, BackgroundMusic.Peek_Buffer());
}
Set_Max_Health(obj, Health);
Commands->Set_Health(obj, Health);
Set_Max_Shield_Strength(obj, Shield);
Commands->Set_Shield_Strength(obj, Shield);
Set_Skin(obj, "SkinFlesh");
Commands->Set_Shield_Type(obj, "ShieldKevlar");
Commands->Clear_Weapons(obj);
//////////////////////////////////////////////////////////////////
// Stuff that is dependand on rendering.
Commands->Set_Model(obj, Render ? SpawnModel : "null");
Enable_HUD_Player(obj, Render);
Commands->Set_Is_Visible(obj, Render);
// Check if we should be able to fly.
HumanStateClass::HumanStateType State = obj->As_SoldierGameObj()->Get_State();
if((State == HumanStateClass::DEBUG_FLY && !IsInCinematic && Render) || (State != HumanStateClass::DEBUG_FLY && IsInCinematic) || (State != HumanStateClass::DEBUG_FLY && !Render))
Toggle_Fly_Mode(obj);
if(Render)
{
int WeaponCount = WeaponList.Count();
for(int x = 0; x < WeaponCount; x++)
{
StringClass *CurrentWeapon = WeaponList[x];
if(CurrentWeapon)
Commands->Give_PowerUp(obj, CurrentWeapon->Peek_Buffer(), false);
}
}
else
{
obj->As_SoldierGameObj()->Set_Max_Speed(15.0f);
Commands->Disable_Physical_Collisions(obj);
Player->Toggle_Collisions_Enabled(false);
}
////////////////////////////////////////////////////////////////
// Stuff that should only be toggled when we are in a cinematic.
Commands->Control_Enable(obj, !IsInCinematic);
The script Netcode_Fix is to try to do the teamchange in the script created event instead, but does not appear to work properly aswell
Also Known As: Neijwiert
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