fix: pingfaker overwrites pings for real players (resolves #572)

fix: crash bug introduced in #569
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jeefo 2024-05-22 11:13:52 +03:00
commit ee964e0c9a
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GPG key ID: D696786B81B667C8
14 changed files with 322 additions and 188 deletions

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@ -103,7 +103,6 @@ struct Client {
int flags; // client flags
int radio; // radio orders
int menu; // identifier to opened menu
int ping; // when bot latency is enabled, client ping stored here
int iconFlags[kGameMaxPlayers]; // flag holding chatter icons
float iconTimestamp[kGameMaxPlayers]; // timers for chatter icons
ClientNoise noise;
@ -589,6 +588,9 @@ public:
int m_difficulty {}; // bots hard level
int m_moneyAmount {}; // amount of money in bot's bank
int m_pingBase {}; // base ping level for randomizing
int m_ping {}; // bot's acutal ping
float m_spawnTime {}; // time this bot spawned
float m_timeTeamOrder {}; // time of last radio command
float m_slowFrameTimestamp {}; // time to per-second think
@ -627,7 +629,6 @@ public:
int m_blindNodeIndex {}; // node index to cover when blind
int m_flashLevel {}; // flashlight level
int m_basePing {}; // base ping for bot
int m_numEnemiesLeft {}; // number of enemies alive left on map
int m_numFriendsLeft {}; // number of friend alive left on map
int m_retryJoin {}; // retry count for choosing team/class
@ -875,6 +876,7 @@ private:
#include "planner.h"
#include "storage.h"
#include "analyze.h"
#include "fakeping.h"
// very global convars
extern ConVar cv_jasonmode;