- 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

@ -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