- Fix in need of testing in regards to the TK / TA bug detected

- Created a temp pointer as the first thing to do in the CurWpn function.  This way if another message gets thrown while still in the middle of this function the global pointer to messaged player is not affected.
This commit is contained in:
Zor 2006-12-29 19:25:16 +00:00
parent 68f1ce7a52
commit d1c42751cd
3 changed files with 79 additions and 82 deletions

View File

@ -60,13 +60,13 @@ extern int mState;
extern int mPlayerIndex;
void Client_CurWeapon(void*);
void Client_Health_End(void*);
void Client_ResetHUD_End(void*);
void Client_ObjScore(void*);
void Client_TeamScore(void*);
void Client_RoundState(void*);
void Client_AmmoX(void*);
void Client_AmmoShort(void*);
void Client_Health_End(void*);
// Zors
//void WeaponList(void*);
@ -78,7 +78,6 @@ extern int AlliesScore;
extern int AxisScore;
extern int gmsgCurWeapon;
extern int gmsgHealth;
extern int gmsgResetHUD;
extern int gmsgObjScore;
extern int gmsgRoundState;
@ -87,12 +86,11 @@ extern int gmsgScoreShort;
extern int gmsgPTeam;
extern int gmsgAmmoX;
extern int gmsgAmmoShort;
extern int gmsgHealth_End;
extern int iFDamage;
extern int iFDeath;
extern int iFScore;
// Zors
extern int iFSpawnForward;
extern int iFTeamForward;
extern int iFClassForward;

View File

@ -57,7 +57,6 @@ int iFTeamForward = -1;
int iFClassForward = -1;
int gmsgCurWeapon;
int gmsgHealth;
int gmsgResetHUD;
int gmsgObjScore;
int gmsgRoundState;
@ -66,6 +65,7 @@ int gmsgScoreShort;
int gmsgPTeam;
int gmsgAmmoX;
int gmsgAmmoShort;
int gmsgHealth_End;
// Zors
//int gmsgWeaponList;
@ -90,22 +90,23 @@ struct sUserMsg {
int* id;
funEventCall func;
bool endmsg;
} g_user_msg[] = {
{ "CurWeapon",&gmsgCurWeapon,Client_CurWeapon,false },
{ "ObjScore",&gmsgObjScore,Client_ObjScore,false },
{ "RoundState",&gmsgRoundState,Client_RoundState,false },
{ "Health",&gmsgHealth,Client_Health_End,true },
{ "ResetHUD",&gmsgResetHUD,Client_ResetHUD_End,true },
{ "TeamScore",&gmsgTeamScore,Client_TeamScore,false },
{ "ScoreShort",&gmsgScoreShort,NULL,false },
{ "PTeam",&gmsgPTeam,NULL,false },
{ "AmmoX",&gmsgAmmoX,Client_AmmoX,false},
{ "AmmoShort",&gmsgAmmoShort,Client_AmmoShort,false},
{ "ScoreShort",&gmsgScoreShort,NULL,false },
} g_user_msg[] =
{
{ "CurWeapon", &gmsgCurWeapon, Client_CurWeapon, false },
{ "ObjScore", &gmsgObjScore, Client_ObjScore, false },
{ "RoundState", &gmsgRoundState, Client_RoundState, false },
{ "ResetHUD", &gmsgResetHUD, Client_ResetHUD_End, true },
{ "TeamScore", &gmsgTeamScore, Client_TeamScore, false },
{ "AmmoX", &gmsgAmmoX, Client_AmmoX, false },
{ "AmmoShort", &gmsgAmmoShort, Client_AmmoShort, false },
{ "Health", &gmsgHealth_End, Client_Health_End, true },
//Zors
//{ "WeaponList",&gmsgWeaponList,WeaponList,true },
//{ "WeaponList",&gmsgWeaponList_End,WeaponList_End,true },
//{ "WeaponList", &gmsgWeaponList, WeaponList, true },
//{ "WeaponList", &gmsgWeaponList_End, WeaponList_End, true },
{ "PTeam", &gmsgPTeam, NULL, false },
{ "ScoreShort", &gmsgScoreShort, NULL, false },
{ 0,0,0,false }
};
@ -440,8 +441,6 @@ void OnPluginsLoaded()
iFDeath = MF_RegisterForward("client_death",ET_IGNORE,FP_CELL,FP_CELL,FP_CELL,FP_CELL,FP_CELL,FP_DONE);
iFDamage = MF_RegisterForward("client_damage",ET_IGNORE,FP_CELL,FP_CELL,FP_CELL,FP_CELL,FP_CELL,FP_CELL,FP_DONE);
iFScore = MF_RegisterForward("client_score",ET_IGNORE,FP_CELL,FP_CELL,FP_CELL,FP_DONE);
// Zors
iFTeamForward = MF_RegisterForward("dod_client_changeteam",ET_IGNORE,FP_CELL/*id*/,FP_CELL/*team*/,FP_CELL/*oldteam*/,FP_DONE);
iFSpawnForward = MF_RegisterForward("dod_client_spawn",ET_IGNORE,FP_CELL/*id*/,FP_DONE);
iFClassForward = MF_RegisterForward("dod_client_changeclass",ET_IGNORE,FP_CELL/*id*/,FP_CELL/*class*/,FP_CELL/*oldclass*/,FP_DONE);

View File

@ -141,67 +141,6 @@ void Client_CurWeapon(void* mValue)
}
}
/*
Nie ma damage event ...
*/
void Client_Health_End(void* mValue){
if ( !isModuleActive() )
return;
edict_t *enemy = mPlayer->pEdict->v.dmg_inflictor;
int damage = (int)mPlayer->pEdict->v.dmg_take;
if ( !mPlayer || !damage || !enemy )
return;
int weapon = 0;
int aim = 0;
mPlayer->pEdict->v.dmg_take = 0.0;
CPlayer* pAttacker = NULL;
if ( enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT) )
{
pAttacker = GET_PLAYER_POINTER(enemy);
weapon = pAttacker->current;
if ( weaponData[weapon].needcheck )
weapon = get_weaponid(pAttacker);
aim = pAttacker->aiming;
if ( weaponData[weapon].melee )
pAttacker->saveShot(weapon);
}
else
g_grenades.find( enemy , &pAttacker , weapon );
int TA = 0;
if ( !pAttacker )
{
pAttacker = mPlayer;
}
if ( pAttacker->index != mPlayer->index )
{
pAttacker->saveHit( mPlayer , weapon , damage, aim );
if ( mPlayer->pEdict->v.team == pAttacker->pEdict->v.team )
TA = 1;
}
MF_ExecuteForward( iFDamage, pAttacker->index, mPlayer->index, damage, weapon, aim, TA );
if ( !mPlayer->IsAlive() )
{
pAttacker->saveKill(mPlayer,weapon,( aim == 1 ) ? 1:0 ,TA);
MF_ExecuteForward( iFDeath, pAttacker->index, mPlayer->index, weapon, aim, TA );
}
}
void Client_AmmoX(void* mValue)
{
static int iAmmo;
@ -241,6 +180,67 @@ void Client_AmmoShort(void* mValue)
}
}
void Client_Health_End(void* mValue)
{
if ( !isModuleActive() )
return;
CPlayer* pVictim = mPlayer;
edict_t *enemy = pVictim->pEdict->v.dmg_inflictor;
int damage = (int)pVictim->pEdict->v.dmg_take;
if(!pVictim || !damage || !enemy)
return;
int weapon = 0;
int aim = 0;
pVictim->pEdict->v.dmg_take = 0.0;
CPlayer* pAttacker = NULL;
if(enemy->v.flags & (FL_CLIENT | FL_FAKECLIENT))
{
pAttacker = GET_PLAYER_POINTER(enemy);
weapon = pAttacker->current;
if(weaponData[weapon].needcheck)
weapon = get_weaponid(pAttacker);
aim = pAttacker->aiming;
if(weaponData[weapon].melee)
pAttacker->saveShot(weapon);
}
else
g_grenades.find(enemy , &pAttacker , weapon);
int TA = 0;
if(!pAttacker)
{
pAttacker = pVictim;
}
if(pAttacker->index != pVictim->index)
{
pAttacker->saveHit(pVictim , weapon , damage, aim);
if(pVictim->pEdict->v.team == pAttacker->pEdict->v.team)
TA = 1;
}
MF_ExecuteForward(iFDamage, pAttacker->index, pVictim->index, damage, weapon, aim, TA);
if(!pVictim->IsAlive())
{
pAttacker->saveKill(pVictim, weapon, (aim == 1) ? 1:0 , TA);
MF_ExecuteForward(iFDeath, pAttacker->index, pVictim->index, weapon, aim, TA);
}
}
/*
Working on being able to modify and switch weapons as they are sent to the client