fixed bug at21983
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e9db0c8c76
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8112fbe161
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@ -49,7 +49,6 @@ void OnAmxxAttach()
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MF_AddNatives(global_Natives);
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MF_AddNatives(global_Natives);
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memset(glinfo.szLastLights, 0x0, 128);
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memset(glinfo.szLastLights, 0x0, 128);
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memset(glinfo.szRealLights, 0x0, 128);
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memset(glinfo.szRealLights, 0x0, 128);
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glinfo.bLights = false;
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glinfo.fNextLights = 0;
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glinfo.fNextLights = 0;
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glinfo.bCheckLights = false;
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glinfo.bCheckLights = false;
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}
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}
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@ -203,7 +202,7 @@ void ServerDeactivate()
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{
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{
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memset(glinfo.szLastLights, 0x0, 128);
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memset(glinfo.szLastLights, 0x0, 128);
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memset(glinfo.szRealLights, 0x0, 128);
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memset(glinfo.szRealLights, 0x0, 128);
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glinfo.bLights = false;
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glinfo.bCheckLights = false;
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glinfo.fNextLights = 0;
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glinfo.fNextLights = 0;
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// Reset all forwarding function tables (so that forwards won't be called before plugins are initialized)
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// Reset all forwarding function tables (so that forwards won't be called before plugins are initialized)
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@ -218,6 +217,7 @@ void ServerDeactivate()
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g_pFunctionTable->pfnThink=NULL; // "pfn_think", "register_think"
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g_pFunctionTable->pfnThink=NULL; // "pfn_think", "register_think"
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g_pFunctionTable->pfnStartFrame=NULL; // "server_frame","ServerFrame"
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g_pFunctionTable->pfnStartFrame=NULL; // "server_frame","ServerFrame"
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g_pFunctionTable->pfnTouch=NULL; // "pfn_touch","vexd_pfntouch"
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g_pFunctionTable->pfnTouch=NULL; // "pfn_touch","vexd_pfntouch"
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g_pFunctionTable_Post->pfnStartFrame = NULL; // "set_lights"
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ClearHooks();
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ClearHooks();
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@ -559,15 +559,15 @@ static cell AMX_NATIVE_CALL set_view(AMX *amx, cell *params) {
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static cell AMX_NATIVE_CALL set_lights(AMX *amx, cell *params) {
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static cell AMX_NATIVE_CALL set_lights(AMX *amx, cell *params) {
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int iLength;
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int iLength;
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char *szLights = MF_GetAmxString(amx, params[1], 0, &iLength);
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char *szLights = MF_GetAmxString(amx, params[1], 0, &iLength);
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g_pFunctionTable_Post->pfnStartFrame = StartFrame_Post;
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if (FStrEq(szLights, "#OFF")) {
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if (FStrEq(szLights, "#OFF")) {
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glinfo.bLights = false;
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glinfo.bCheckLights = false;
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memset(glinfo.szLastLights, 0x0, 128);
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memset(glinfo.szLastLights, 0x0, 128);
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(g_engfuncs.pfnLightStyle)(0, (char *)glinfo.szRealLights);
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(g_engfuncs.pfnLightStyle)(0, (char *)glinfo.szRealLights);
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return 1;
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return 1;
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}
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}
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glinfo.bLights = true;
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glinfo.bCheckLights = true;
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glinfo.bCheckLights = true;
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//Reset LastLights
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//Reset LastLights
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@ -108,7 +108,6 @@ struct PlayerInfo {
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};
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};
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struct GlobalInfo {
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struct GlobalInfo {
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bool bLights;
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float fNextLights;
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float fNextLights;
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char *szLastLights[128];
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char *szLastLights[128];
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char *szRealLights[128];
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char *szRealLights[128];
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@ -109,13 +109,6 @@ void KeyValue(edict_t *pEntity, KeyValueData *pkvd)
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void StartFrame()
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void StartFrame()
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{
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{
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if (glinfo.bCheckLights) {
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if (!FStrEq((const char*)glinfo.szLastLights, "")) {
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(g_engfuncs.pfnLightStyle)(0, (char *)glinfo.szLastLights);
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glinfo.fNextLights = gpGlobals->time + 1;
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}
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}
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if (StartFrameForward != -1)
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if (StartFrameForward != -1)
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MF_ExecuteForward(StartFrameForward);
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MF_ExecuteForward(StartFrameForward);
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else if (VexdServerForward != -1)
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else if (VexdServerForward != -1)
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@ -124,6 +117,20 @@ void StartFrame()
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RETURN_META(MRES_IGNORED);
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RETURN_META(MRES_IGNORED);
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}
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}
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void StartFrame_Post()
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{
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if (glinfo.bCheckLights)
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{
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if (glinfo.fNextLights < gpGlobals->time)
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{
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(g_engfuncs.pfnLightStyle)(0, (char *)glinfo.szLastLights);
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glinfo.fNextLights = gpGlobals->time + 1;
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}
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}
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RETURN_META(MRES_IGNORED);
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}
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void CmdStart(const edict_t *player, const struct usercmd_s *_cmd, unsigned int random_seed)
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void CmdStart(const edict_t *player, const struct usercmd_s *_cmd, unsigned int random_seed)
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{
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{
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unsigned int i = 0;
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unsigned int i = 0;
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@ -54,12 +54,12 @@
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// (wd) are Will Day's notes
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// (wd) are Will Day's notes
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// - GetEntityAPI2 functions
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// - GetEntityAPI2 functions
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// #define FN_GameDLLInit GameDLLInit /* pfnGameInit() */
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// #define FN_GameDLLInit GameDLLInit /* pfnGameInit() */
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//#define FN_DispatchSpawn Spawn /* pfnSpawn() */
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// #define FN_DispatchSpawn Spawn /* pfnSpawn() */
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//#define FN_DispatchThink Think /* pfnThink() */
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// #define FN_DispatchThink Think /* pfnThink() */
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// #define FN_DispatchUse Use /* pfnUse() */
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// #define FN_DispatchUse Use /* pfnUse() */
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//#define FN_DispatchTouch pfnTouch /* pfnTouch() */
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// #define FN_DispatchTouch pfnTouch /* pfnTouch() */
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// #define FN_DispatchBlocked DispatchBlocked /* pfnBlocked() */
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// #define FN_DispatchBlocked DispatchBlocked /* pfnBlocked() */
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//#define FN_DispatchKeyValue KeyValue /* pfnKeyValue() */
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// #define FN_DispatchKeyValue KeyValue /* pfnKeyValue() */
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// #define FN_DispatchSave DispatchSave /* pfnSave() */
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// #define FN_DispatchSave DispatchSave /* pfnSave() */
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// #define FN_DispatchRestore DispatchRestore /* pfnRestore() */
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// #define FN_DispatchRestore DispatchRestore /* pfnRestore() */
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// #define FN_DispatchObjectCollsionBox DispatchObjectCollsionBox /* pfnSetAbsBox() */
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// #define FN_DispatchObjectCollsionBox DispatchObjectCollsionBox /* pfnSetAbsBox() */
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@ -70,15 +70,15 @@
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// #define FN_ResetGlobalState ResetGlobalState /* pfnResetGlobalState() */
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// #define FN_ResetGlobalState ResetGlobalState /* pfnResetGlobalState() */
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#define FN_ClientConnect ClientConnect /* pfnClientConnect() (wd) Client has connected */
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#define FN_ClientConnect ClientConnect /* pfnClientConnect() (wd) Client has connected */
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#define FN_ClientDisconnect ClientDisconnect /* pfnClientDisconnect() (wd) Player has left the game */
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#define FN_ClientDisconnect ClientDisconnect /* pfnClientDisconnect() (wd) Player has left the game */
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//#define FN_ClientKill ClientKill /* pfnClientKill() (wd) Player has typed "kill" */
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// #define FN_ClientKill ClientKill /* pfnClientKill() (wd) Player has typed "kill" */
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// #define FN_ClientPutInServer ClientPutInServer /* pfnClientPutInServer() (wd) Client is entering the game */
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// #define FN_ClientPutInServer ClientPutInServer /* pfnClientPutInServer() (wd) Client is entering the game */
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// #define FN_ClientCommand ClientCommand /* pfnClientCommand() (wd) Player has sent a command (typed or from a bind) */
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// #define FN_ClientCommand ClientCommand /* pfnClientCommand() (wd) Player has sent a command (typed or from a bind) */
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// #define FN_ClientUserInfoChanged ClientUserInfoChanged /* pfnClientUserInfoChanged() (wd) Client has updated their setinfo structure */
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// #define FN_ClientUserInfoChanged ClientUserInfoChanged /* pfnClientUserInfoChanged() (wd) Client has updated their setinfo structure */
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#define FN_ServerActivate ServerActivate /* pfnServerActivate() (wd) Server is starting a new map */
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#define FN_ServerActivate ServerActivate /* pfnServerActivate() (wd) Server is starting a new map */
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#define FN_ServerDeactivate ServerDeactivate /* pfnServerDeactivate() (wd) Server is leaving the map (shutdown or changelevel); SDK2 */
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#define FN_ServerDeactivate ServerDeactivate /* pfnServerDeactivate() (wd) Server is leaving the map (shutdown or changelevel); SDK2 */
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//#define FN_PlayerPreThink PlayerPreThink /* pfnPlayerPreThink() */
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// #define FN_PlayerPreThink PlayerPreThink /* pfnPlayerPreThink() */
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// #define FN_PlayerPostThink PlayerPostThink /* pfnPlayerPostThink() */
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// #define FN_PlayerPostThink PlayerPostThink /* pfnPlayerPostThink() */
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//#define FN_StartFrame StartFrame /* pfnStartFrame() */
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// #define FN_StartFrame StartFrame /* pfnStartFrame() */
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// #define FN_ParmsNewLevel ParmsNewLevel /* pfnParmsNewLevel() */
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// #define FN_ParmsNewLevel ParmsNewLevel /* pfnParmsNewLevel() */
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// #define FN_ParmsChangeLevel ParmsChangeLevel /* pfnParmsChangeLevel() */
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// #define FN_ParmsChangeLevel ParmsChangeLevel /* pfnParmsChangeLevel() */
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// #define FN_GetGameDescription GetGameDescription /* pfnGetGameDescription() Returns string describing current .dll. E.g. "TeamFotrress 2" "Half-Life" */
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// #define FN_GetGameDescription GetGameDescription /* pfnGetGameDescription() Returns string describing current .dll. E.g. "TeamFotrress 2" "Half-Life" */
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@ -96,7 +96,7 @@
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// #define FN_CreateBaseline CreateBaseline /* pfnCreateBaseline() Tweak entity baseline for network encoding allows setup of player baselines too.; (wd) SDK2 */
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// #define FN_CreateBaseline CreateBaseline /* pfnCreateBaseline() Tweak entity baseline for network encoding allows setup of player baselines too.; (wd) SDK2 */
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// #define FN_RegisterEncoders RegisterEncoders /* pfnRegisterEncoders() Callbacks for network encoding; (wd) SDK2 */
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// #define FN_RegisterEncoders RegisterEncoders /* pfnRegisterEncoders() Callbacks for network encoding; (wd) SDK2 */
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// #define FN_GetWeaponData GetWeaponData /* pfnGetWeaponData() (wd) SDK2 */
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// #define FN_GetWeaponData GetWeaponData /* pfnGetWeaponData() (wd) SDK2 */
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//#define FN_CmdStart CmdStart /* pfnCmdStart() (wd) SDK2 */
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// #define FN_CmdStart CmdStart /* pfnCmdStart() (wd) SDK2 */
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// #define FN_CmdEnd CmdEnd /* pfnCmdEnd() (wd) SDK2 */
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// #define FN_CmdEnd CmdEnd /* pfnCmdEnd() (wd) SDK2 */
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// #define FN_ConnectionlessPacket ConnectionlessPacket /* pfnConnectionlessPacket() (wd) SDK2 */
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// #define FN_ConnectionlessPacket ConnectionlessPacket /* pfnConnectionlessPacket() (wd) SDK2 */
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// #define FN_GetHullBounds GetHullBounds /* pfnGetHullBounds() (wd) SDK2 */
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// #define FN_GetHullBounds GetHullBounds /* pfnGetHullBounds() (wd) SDK2 */
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@ -129,8 +129,8 @@
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// #define FN_ServerActivate_Post ServerActivate_Post
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// #define FN_ServerActivate_Post ServerActivate_Post
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// #define FN_ServerDeactivate_Post ServerDeactivate_Post
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// #define FN_ServerDeactivate_Post ServerDeactivate_Post
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// #define FN_PlayerPreThink_Post PlayerPreThink_Post
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// #define FN_PlayerPreThink_Post PlayerPreThink_Post
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//#define FN_PlayerPostThink_Post PlayerPostThink_Post
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// #define FN_PlayerPostThink_Post PlayerPostThink_Post
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// #define FN_StartFrame_Post StartFrame_Post
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#define FN_StartFrame_Post StartFrame_Post
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// #define FN_ParmsNewLevel_Post ParmsNewLevel_Post
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// #define FN_ParmsNewLevel_Post ParmsNewLevel_Post
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// #define FN_ParmsChangeLevel_Post ParmsChangeLevel_Post
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// #define FN_ParmsChangeLevel_Post ParmsChangeLevel_Post
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// #define FN_GetGameDescription_Post GetGameDescription_Post
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// #define FN_GetGameDescription_Post GetGameDescription_Post
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@ -280,7 +280,7 @@
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// #define FN_SetPhysicsKeyValue SetPhysicsKeyValue
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// #define FN_SetPhysicsKeyValue SetPhysicsKeyValue
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// #define FN_GetPhysicsInfoString GetPhysicsInfoString
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// #define FN_GetPhysicsInfoString GetPhysicsInfoString
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// #define FN_PrecacheEvent PrecacheEvent
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// #define FN_PrecacheEvent PrecacheEvent
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//#define FN_PlaybackEvent PlaybackEvent
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// #define FN_PlaybackEvent PlaybackEvent
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// #define FN_SetFatPVS SetFatPVS
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// #define FN_SetFatPVS SetFatPVS
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// #define FN_SetFatPAS SetFatPAS
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// #define FN_SetFatPAS SetFatPAS
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// #define FN_CheckVisibility CheckVisibility
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// #define FN_CheckVisibility CheckVisibility
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