Support for getting correct light-level for waypoints. Thanks to Immortal_BLG for light-level calculation code.
This commit is contained in:
parent
7b3b80354d
commit
7ebf1b6ef4
10 changed files with 500 additions and 17 deletions
|
|
@ -19,6 +19,7 @@ ConVar yb_version ("yb_version", PRODUCT_VERSION, VT_READONLY);
|
|||
ConVar mp_startmoney ("mp_startmoney", nullptr, VT_NOREGISTER, true, "800");
|
||||
|
||||
int handleBotCommands (edict_t *ent, const char *arg0, const char *arg1, const char *arg2, const char *arg3, const char *arg4, const char *arg5, const char *self) {
|
||||
|
||||
// adding one bot with random parameters to random team
|
||||
if (stricmp (arg0, "addbot") == 0 || stricmp (arg0, "add") == 0) {
|
||||
bots.addbot (arg4, arg1, arg2, arg3, arg5, true);
|
||||
|
|
@ -352,6 +353,18 @@ int handleBotCommands (edict_t *ent, const char *arg0, const char *arg1, const c
|
|||
waypoints.cachePoint ();
|
||||
}
|
||||
|
||||
else if (stricmp (arg1, "glp") == 0) {
|
||||
|
||||
|
||||
for (int i = 0; i < waypoints.length (); i++) {
|
||||
|
||||
|
||||
engine.print ("%d - %f", i, waypoints.getLightLevel (i));
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// do a cleanup
|
||||
else if (stricmp (arg1, "clean") == 0) {
|
||||
if (!isEmptyStr (arg2)) {
|
||||
|
|
@ -2097,6 +2110,9 @@ void ServerActivate (edict_t *pentEdictList, int edictCount, int clientMax) {
|
|||
// do a level initialization
|
||||
engine.levelInitialize ();
|
||||
|
||||
// update worldmodel
|
||||
illum.resetWorldModel ();
|
||||
|
||||
// do level initialization stuff here...
|
||||
waypoints.init ();
|
||||
waypoints.load ();
|
||||
|
|
@ -2139,6 +2155,9 @@ void ServerDeactivate (void) {
|
|||
// set state to unprecached
|
||||
engine.setUnprecached ();
|
||||
|
||||
// enable lightstyle animations on level change
|
||||
illum.enableAnimation (true);
|
||||
|
||||
// xash is not kicking fakeclients on changelevel
|
||||
if (g_gameFlags & GAME_XASH_ENGINE) {
|
||||
bots.kickEveryone (true, false);
|
||||
|
|
@ -2164,6 +2183,9 @@ void StartFrame (void) {
|
|||
// run periodic update of bot states
|
||||
bots.frame ();
|
||||
|
||||
// update lightstyle animations
|
||||
illum.animateLight ();
|
||||
|
||||
// record some stats of all players on the server
|
||||
for (int i = 0; i < engine.maxClients (); i++) {
|
||||
edict_t *player = engine.entityOfIndex (i + 1);
|
||||
|
|
@ -2229,6 +2251,9 @@ void StartFrame (void) {
|
|||
}
|
||||
bots.calculatePingOffsets ();
|
||||
|
||||
// calculate light levels for all waypoints if needed
|
||||
waypoints.initLightLevels ();
|
||||
|
||||
if (g_gameFlags & GAME_METAMOD) {
|
||||
static auto dmActive = g_engfuncs.pfnCVarGetPointer ("csdm_active");
|
||||
static auto freeForAll = g_engfuncs.pfnCVarGetPointer ("mp_freeforall");
|
||||
|
|
@ -2786,7 +2811,7 @@ typedef void (*entity_func_t) (entvars_t *);
|
|||
gamedll_funcs_t gameDLLFunc;
|
||||
|
||||
SHARED_LIBRARAY_EXPORT int GetEntityAPI2 (gamefuncs_t *functionTable, int *) {
|
||||
// this function is called right after FuncPointers_t() by the engine in the game DLL (or
|
||||
// this function is called right after GiveFnptrsToDll() by the engine in the game DLL (or
|
||||
// what it BELIEVES to be the game DLL), in order to copy the list of MOD functions that can
|
||||
// be called by the engine, into a memory block pointed to by the functionTable pointer
|
||||
// that is passed into this function (explanation comes straight from botman). This allows
|
||||
|
|
@ -2824,6 +2849,19 @@ SHARED_LIBRARAY_EXPORT int GetEntityAPI2 (gamefuncs_t *functionTable, int *) {
|
|||
functionTable->pfnStartFrame = StartFrame;
|
||||
functionTable->pfnUpdateClientData = UpdateClientData;
|
||||
|
||||
functionTable->pfnPM_Move = [] (playermove_t *playerMove, int server) {
|
||||
// this is the player movement code clients run to predict things when the server can't update
|
||||
// them often enough (or doesn't want to). The server runs exactly the same function for
|
||||
// moving players. There is normally no distinction between them, else client-side prediction
|
||||
// wouldn't work properly (and it doesn't work that well, already...)
|
||||
|
||||
illum.setWorldModel (playerMove->physents[0u].model);
|
||||
|
||||
if (g_gameFlags & GAME_METAMOD) {
|
||||
RETURN_META (MRES_IGNORED);
|
||||
}
|
||||
g_functionTable.pfnPM_Move (playerMove, server);
|
||||
};
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
|
@ -2861,7 +2899,7 @@ SHARED_LIBRARAY_EXPORT int GetNewDLLFunctions (newgamefuncs_t *functionTable, in
|
|||
}
|
||||
|
||||
if (!api_GetNewDLLFunctions (functionTable, interfaceVersion)) {
|
||||
logEntry (true, LL_FATAL, "GetNewDLLFunctions: ERROR - Not Initialized.");
|
||||
logEntry (true, LL_ERROR, "GetNewDLLFunctions: ERROR - Not Initialized.");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue