mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
New CVar: mp_dying_time
(#483)
* Add new CVar: mp_dying_time < 0 .. 999> * Add description * magic numbers to named const * magic numbers to named const (№2) * cvar value handling * update description * a better description * resolve conflicts * lil order fixes & indent * remove death animation skip * DYING_TIME -> DEATH_ANIMATION_TIME * Fix death animation when mp_dying_time < 3.0 depending on animation * change desc * change cvar desc --------- Co-authored-by: dystopm <fjmunozpena@gmail.com>
This commit is contained in:
parent
e1d1c11992
commit
8a18969be1
@ -109,6 +109,7 @@ This means that plugins that do binary code analysis (Orpheu for example) probab
|
||||
| mp_give_c4_frags | 3 | - | - | How many bonuses (frags) will get the player who defused or exploded the bomb. |
|
||||
| mp_hostages_rescued_ratio | 1.0 | 0.0 | 1.0 | Ratio of hostages rescued to win the round. |
|
||||
| mp_legacy_vehicle_block | 1 | 0 | 1 | Legacy func_vehicle behavior when blocked by another entity.<br/>`0` New behavior <br/>`1` Legacy behavior |
|
||||
| mp_dying_time | 3.0 | 0.0 | - | Time for switch to free observing after death.<br/>`0` - disable spectating around death.<br/>`>0.00001` - time delay to start spectate.<br/>`NOTE`: The countdown starts when the player’s death animation is finished.|
|
||||
</details>
|
||||
|
||||
## How to install zBot for CS 1.6?
|
||||
|
8
dist/game.cfg
vendored
8
dist/game.cfg
vendored
@ -521,3 +521,11 @@ mp_hostages_rescued_ratio "1.0"
|
||||
//
|
||||
// Default value: "1"
|
||||
mp_legacy_vehicle_block "1"
|
||||
|
||||
// Time for switch to free observing after death.
|
||||
// NOTE: The countdown starts when the player’s death animation is finished.
|
||||
// 0 - disable spectating around death
|
||||
// >0.00001 - time delay to start spectate
|
||||
//
|
||||
// Default value: "3.0"
|
||||
mp_dying_time "3.0"
|
||||
|
@ -170,6 +170,8 @@ cvar_t hostages_rescued_ratio = { "mp_hostages_rescued_ratio", "1.0", 0, 1.0f, n
|
||||
|
||||
cvar_t legacy_vehicle_block = { "mp_legacy_vehicle_block", "1", 0, 0.0f, nullptr };
|
||||
|
||||
cvar_t dying_time = { "mp_dying_time", "3.0", 0, 3.0f, nullptr };
|
||||
|
||||
void GameDLL_Version_f()
|
||||
{
|
||||
if (Q_stricmp(CMD_ARGV(1), "version") != 0)
|
||||
@ -418,6 +420,8 @@ void EXT_FUNC GameDLLInit()
|
||||
|
||||
CVAR_REGISTER(&legacy_vehicle_block);
|
||||
|
||||
CVAR_REGISTER(&dying_time);
|
||||
|
||||
// print version
|
||||
CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
|
||||
|
||||
|
@ -192,8 +192,9 @@ extern cvar_t sv_enablebunnyhopping;
|
||||
extern cvar_t plant_c4_anywhere;
|
||||
extern cvar_t give_c4_frags;
|
||||
extern cvar_t hostages_rescued_ratio;
|
||||
|
||||
extern cvar_t legacy_vehicle_block;
|
||||
extern cvar_t dying_time;
|
||||
|
||||
#endif
|
||||
|
||||
extern cvar_t scoreboard_showmoney;
|
||||
|
@ -46,6 +46,7 @@ const float ROUND_RESPAWN_TIME = 20.0f;
|
||||
const float ROUND_BEGIN_DELAY = 5.0f; // delay before beginning new round
|
||||
const float ITEM_KILL_DELAY = 300.0f;
|
||||
const float RADIO_TIMEOUT = 1.5f;
|
||||
const float DEATH_ANIMATION_TIME = 3.0f;
|
||||
|
||||
const int MAX_INTERMISSION_TIME = 120; // longest the intermission can last, in seconds
|
||||
|
||||
@ -336,6 +337,7 @@ public:
|
||||
inline void SetGameOver() { m_bGameOver = true; }
|
||||
static float GetItemKillDelay();
|
||||
static float GetRadioTimeout();
|
||||
static float GetDyingTime();
|
||||
|
||||
public:
|
||||
BOOL m_bFreezePeriod; // TRUE at beginning of round, set to FALSE when the period expires
|
||||
@ -921,6 +923,15 @@ inline float CGameRules::GetRadioTimeout()
|
||||
#endif
|
||||
}
|
||||
|
||||
inline float CGameRules::GetDyingTime()
|
||||
{
|
||||
#ifdef REGAMEDLL_ADD
|
||||
return dying_time.value;
|
||||
#else
|
||||
return DEATH_ANIMATION_TIME;
|
||||
#endif
|
||||
}
|
||||
|
||||
bool IsBotSpeaking();
|
||||
void SV_Continue_f();
|
||||
void SV_Tutor_Toggle_f();
|
||||
|
@ -3857,7 +3857,7 @@ void CBasePlayer::PlayerDeathThink()
|
||||
{
|
||||
// if the player has been dead for one second longer than allowed by forcerespawn,
|
||||
// forcerespawn isn't on. Send the player off to an intermission camera until they choose to respawn.
|
||||
if (g_pGameRules->IsMultiplayer() && HasTimePassedSinceDeath(3.0f) && !(m_afPhysicsFlags & PFLAG_OBSERVER))
|
||||
if (g_pGameRules->IsMultiplayer() && HasTimePassedSinceDeath(CGameRules::GetDyingTime()) && !(m_afPhysicsFlags & PFLAG_OBSERVER))
|
||||
{
|
||||
// Send message to everybody to spawn a corpse.
|
||||
SpawnClientSideCorpse();
|
||||
@ -8818,9 +8818,7 @@ void CBasePlayer::SpawnClientSideCorpse()
|
||||
if (pev->effects & EF_NODRAW)
|
||||
return;
|
||||
|
||||
// do not make a corpse if the player goes to respawn.
|
||||
if (pev->deadflag == DEAD_RESPAWNABLE)
|
||||
return;
|
||||
// deadflag == DEAD_RESPAWNABLE already checked before
|
||||
#endif
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
@ -8830,6 +8828,41 @@ void CBasePlayer::SpawnClientSideCorpse()
|
||||
|
||||
char *infobuffer = GET_INFO_BUFFER(edict());
|
||||
char *pModel = GET_KEY_VALUE(infobuffer, "model");
|
||||
float timeDiff = pev->animtime - gpGlobals->time;
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
if (CGameRules::GetDyingTime() < DEATH_ANIMATION_TIME) // a short time, timeDiff estimates to be small
|
||||
{
|
||||
float animDuration = -1.0;
|
||||
|
||||
studiohdr_t *pstudiohdr = (studiohdr_t *)GET_MODEL_PTR(ENT(pev));
|
||||
if (pstudiohdr && pev->sequence < pstudiohdr->numseq) // model ptr and sequence validation
|
||||
{
|
||||
// get current sequence time
|
||||
mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence);
|
||||
animDuration = pseqdesc->numframes / pseqdesc->fps;
|
||||
}
|
||||
|
||||
if (animDuration <= 0.0)
|
||||
{
|
||||
// in case of failure
|
||||
animDuration = DEATH_ANIMATION_TIME;
|
||||
}
|
||||
|
||||
// client receives a negative value
|
||||
animDuration *= -1.0;
|
||||
|
||||
if (animDuration < timeDiff) // reasonable way to fix client side unfinished sequence bug
|
||||
{
|
||||
// by some reason, if client receives a value less
|
||||
// than "(negative current sequence time) * 100"
|
||||
// animation will play visually awkward
|
||||
// at this function call time, player death animation
|
||||
// has already finished so we can safely fake it
|
||||
timeDiff = animDuration;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
MESSAGE_BEGIN(MSG_ALL, gmsgSendCorpse);
|
||||
WRITE_STRING(pModel);
|
||||
@ -8839,14 +8872,17 @@ void CBasePlayer::SpawnClientSideCorpse()
|
||||
WRITE_COORD(pev->angles.x);
|
||||
WRITE_COORD(pev->angles.y);
|
||||
WRITE_COORD(pev->angles.z);
|
||||
WRITE_LONG((pev->animtime - gpGlobals->time) * 100);
|
||||
WRITE_LONG(timeDiff * 100);
|
||||
WRITE_BYTE(pev->sequence);
|
||||
WRITE_BYTE(pev->body);
|
||||
WRITE_BYTE(m_iTeam);
|
||||
WRITE_BYTE(entindex());
|
||||
MESSAGE_END();
|
||||
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
// already defined in StartDeathCam
|
||||
m_canSwitchObserverModes = true;
|
||||
#endif
|
||||
|
||||
if (TheTutor)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user