ported to Android CS 1.6
fixed console spam with yb_quota when no waypoints on map fixed autovacate feature once again
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parent
cbb3307da0
commit
579971c5ff
6 changed files with 57 additions and 39 deletions
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@ -1076,7 +1076,7 @@ int ClientConnect (edict_t *ent, const char *name, const char *addr, char reject
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extern ConVar yb_autovacate;
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extern ConVar yb_quota;
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if (yb_autovacate.GetBool () && !IsValidBot (ent))
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if (yb_autovacate.GetBool () && !IsValidBot (ent) && ent != g_hostEntity)
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bots.RemoveRandom ();
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if (g_isMetamod)
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@ -1101,7 +1101,7 @@ void ClientDisconnect (edict_t *ent)
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extern ConVar yb_autovacate;
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extern ConVar yb_quota;
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if (yb_autovacate.GetBool () && IsValidPlayer (ent) && !IsValidBot (ent) && yb_quota.GetInt () < GetMaxClients () - 1)
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if (yb_autovacate.GetBool () && IsValidPlayer (ent) && !IsValidBot (ent) && ent != g_hostEntity && yb_quota.GetInt () < GetMaxClients () - 1)
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bots.AddRandom ();
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int i = IndexOfEntity (ent) - 1;
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@ -3016,6 +3016,26 @@ DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *functionTable, globalvars_t
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// register our cvars
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convars.PushRegisteredConVarsToEngine ();
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#ifdef PLATFORM_ANDROID
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g_gameVersion = CSV_OLD; // temporary, until opensource client dll get BotVoice message
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if (g_isMetamod)
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return; // we should stop the attempt for loading the real gamedll, since metamod handle this for us
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#ifdef LOAD_HARDFP
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#define GAME_SERVER_DLL "libserver_hardfp.so"
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#else
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#define GAME_SERVER_DLL "libserver.so"
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#endif
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char gameDLLName[256];
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snprintf (gameDLLName, sizeof (gameDLLName), "%s/%s", getenv ("XASH3D_GAMELIBDIR"), GAME_SERVER_DLL);
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g_gameLib = new Library (gameDLLName);
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if (!g_gameLib->IsLoaded ())
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AddLogEntry (true, LL_FATAL | LL_IGNORE, "Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", gameDLLName, GetModName ());
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#else
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static struct ModSupport
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{
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char name[10];
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@ -3076,34 +3096,11 @@ DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *functionTable, globalvars_t
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g_gameLib = new Library (gameDLLName);
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if (!g_gameLib->IsLoaded ())
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{
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// try to extract the game dll out of the steam cache
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AddLogEntry (true, LL_WARNING | LL_IGNORE, "Trying to extract dll '%s' out of the steam cache", gameDLLName);
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int size;
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unsigned char *buffer = (*g_engfuncs.pfnLoadFileForMe) (gameDLLName, &size);
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if (buffer)
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{
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CreatePath (const_cast <char *> (FormatBuffer ("%s/dlls", GetModName ())));
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File fp (gameDLLName, "wb");
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if (fp.IsValid ())
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{
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// dump the game dll file and then close it
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fp.Write (buffer, size);
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fp.Close ();
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}
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FREE_FILE (buffer);
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}
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g_gameLib->LoadLib (gameDLLName);
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if (!g_gameLib->IsLoaded ())
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AddLogEntry (true, LL_FATAL | LL_IGNORE, "Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", gameDLLName, GetModName ());
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}
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AddLogEntry (true, LL_FATAL | LL_IGNORE, "Unable to load gamedll \"%s\". Exiting... (gamedir: %s)", gameDLLName, GetModName ());
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}
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else
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AddLogEntry (true, LL_FATAL | LL_IGNORE, "Mod that you has started, not supported by this bot (gamedir: %s)", GetModName ());
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#endif
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g_funcPointers = g_gameLib->GetFuncAddr <FuncPointers_t> ("GiveFnptrsToDll");
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g_entityAPI = g_gameLib->GetFuncAddr <EntityAPI_t> ("GetEntityAPI");
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