fakeping: force-enable fake pings on listen server
combat: reduce jumping when in strafe mode (ref #699) linkage: enable bots bullet spread when running without metamod Co-Authored-By: Max <161382234+dyspose@users.noreply.github.com>
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3 changed files with 29 additions and 2 deletions
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@ -86,7 +86,7 @@ CR_EXPORT int GetEntityAPI (gamefuncs_t *table, int interfaceVersion) {
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plat.bzero (table, sizeof (gamefuncs_t));
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if (!(game.is (GameFlags::Metamod))) {
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if (!game.is (GameFlags::Metamod)) {
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auto api_GetEntityAPI = game.lib ().resolve <decltype (&GetEntityAPI)> (__func__);
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// pass other DLLs engine callbacks to function table...
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@ -436,6 +436,23 @@ CR_EXPORT int GetEntityAPI (gamefuncs_t *table, int interfaceVersion) {
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};
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}
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// add some bullet spread on games, where w're runnung without metamod
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if (!game.is (GameFlags::Metamod) && !game.is (GameFlags::Legacy)) {
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table->pfnCmdStart = [] (const edict_t *player, usercmd_t *cmd, unsigned int random_seed) CR_FORCE_STACK_ALIGN {
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// some MODs don't feel like doing like everybody else. It's the case in DMC, where players
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// don't select their weapons using a simple client command, but have to use an horrible
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// datagram like this. CmdStart() marks the start of a network packet clients send to the
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// server that holds a limited set of requests (see the usercmd_t structure for details).
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// It has been adapted for usage to HLTV spectators, who don't send ClientCommands, but send
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// all their update information to the server using usercmd's instead, it seems.
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if (bots[const_cast <edict_t *> (player)]) {
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random_seed = rg (0, 0x7fffffff);
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}
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dllapi.pfnCmdStart (player, cmd, random_seed);
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};
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}
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table->pfnPM_Move = [] (playermove_t *pm, int server) CR_FORCE_STACK_ALIGN {
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// this is the player movement code clients run to predict things when the server can't update
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// them often enough (or doesn't want to). The server runs exactly the same function for
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