Update func_vehicle for multiplayer#737
Update func_vehicle for multiplayer#737UnrealKaraulov wants to merge 6 commits intorehlds:masterfrom UnrealKaraulov:greatvehicle
func_vehicle for multiplayer#737Conversation
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@s1lentq Хотим на сервер карт с машинами залить типа big_city2 всем нравятся карты, даже пусть физика у машин не самая лучшая))) но вот некоторые проблемы сильно мешают использовать такие карты на сервере! В общем на картах с машинами невозможно играть по двум причинам... 1 - это убийство своих. Тут все решается. |
func_vehicle for multiplayer
Co-authored-by: Sergey Shorokhov <[email protected]>
Co-authored-by: Sergey Shorokhov <[email protected]>
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Так же если заметили отключил m_pDriver = nullptr когда игрок отключает управление машиной, что это дает, видно на последнем видео. |
I am not sure that these changes will be the correct behavior for the entity. Because, in actuality, the entity ALWAYS does not have a driver after the player has left the vehicle. And this is the correct behavior for GameDLL. If you want the gameplay to consider a kill from the vehicle after the player has left it, you need to handle this as a specific case. |
In multiplayer need known who is latest driver for give frag him. Ну смысл данного квара что бы сделать все иначе чем в оригинале, в общем если я правильно понял включил проверку на mp_legacy_vehicle_block в данные изменения, теперь все устраивает ? :( Так же заметил что при выходе игрока m_pDriver не устанавливался в NULLPTR и добавил это в ClientDisconnected. Правильно ли я сделал? Или это избыточная проверка и ничего не случилось бы? (Допустим игрок пишет disconnect во время разгона, и автомобиль убивает что-нибудь, m_pDriver все еще будет указывать на этого игрока. И не знаю к чему это приведет, по этому на всякий случай добавил очистку в ClientDisconnected, хотя ее изначально нет в GameDLL) |
I think, there shouldn't be a problem with it. Just in case we could add has_disconnected check |
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@hajimura but m_pDriver is not nullptr! This check not works in this case, because m_pDriver not nullptr if player disconnected. @wopox1337 Now all okay or need some more changes ? |
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has_disconnected not require valid CBasePlayer struct ? or this class not deleted after player disconnect? |
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Waiting for @s1lentq review |
Yep. Slot that was released after player disconnect still has CBasePlayer class, just sets FL_DORMANT flag (https://github.com/s1lentq/ReGameDLL_CS/blob/master/regamedll/dlls/cbase.cpp#L844-L854) and he updates after player connect |
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@hajimura if player disconnected, but in this time, connected another player ? yes, this is very rary case, i think your variant is better |
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Thanks to #737 (comment) help!
UnrealKaraulov
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I think all okay
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The new functionality needs to be introduced in a different way. At least this way: CFuncVehicle::m_hLastDriver;
EntityHandle<CBaseEntity> m_hLastDriver;and need to think better about the CVar name |
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* Update func_vehicle for multiplayer. Added mp_legacy_vehicle_block cvar. * Update dist/game.cfg Co-authored-by: Sergey Shorokhov <[email protected]> * Update regamedll/dlls/game.cpp Co-authored-by: Sergey Shorokhov <[email protected]> * Fix default behavior * Optimization Thanks to #737 (comment) help! * Update README.md Co-authored-by: Sergey Shorokhov <[email protected]>
* Update func_vehicle for multiplayer. Added mp_legacy_vehicle_block cvar. * Update dist/game.cfg Co-authored-by: Sergey Shorokhov <[email protected]> * Update regamedll/dlls/game.cpp Co-authored-by: Sergey Shorokhov <[email protected]> * Fix default behavior * Optimization Thanks to rehlds#737 (comment) help! * Update README.md Co-authored-by: Sergey Shorokhov <[email protected]>
mp_legacy_vehicle_block.Video desc:
https://www.youtube.com/watch?v=2UbD5JGc7xs

https://www.youtube.com/watch?v=yQ1E9JvosDA

(Save m_pDriver)