fix a ApplyPhysicsAtRespawn bug and clear if not applied after 10s
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@ -23,6 +23,11 @@
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Boolean SlowMotion;
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}
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#Struct K_RespawnStatus {
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Boolean ResetBeforeAppling;
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Integer RespawnTime;
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}
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***Match_StartServer***
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***
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Race::SetupRecord(
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@ -55,7 +60,7 @@ declare K_PlayerPhysics AllPlayersPhysics = InitPlayerPhysicsVariable();
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declare Text Last_AdminPlayers;
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declare Text Last_LinksSpectatorsToPlayers;
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declare Text[][Text] Array_LinksSpectatorsToPlayers ;
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declare Boolean[CSmPlayer] ApplyPhysicsAtRespawn_Queue; // [CSmPlayer => ResetBeforeAppling]
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declare K_RespawnStatus[Text] ApplyPhysicsAtRespawn_Queue;
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declare netwrite Text Net_ScriptEnvironment for Teams[0] = S_ScriptEnvironment;
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declare netwrite Boolean Net_ServerForcePlayersToBeControledBySpectators for Teams[0] = S_ForcePlayersToBeControledBySpectators;
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@ -137,20 +142,34 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
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foreach (Event in RacePendingEvents) {
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Log::Log("[RacePendingEvents] Event.Type: " ^ Event.Type);
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if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || Event.Type == Events::C_Type_SkipOutro) {
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ApplyPhysicsAtRespawn_Queue[Event.Player] = False;
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ApplyPhysicsAtRespawn_Queue[Event.Player.User.WebServicesUserId] = K_RespawnStatus {
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ResetBeforeAppling = False,
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RespawnTime = Now
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} ;
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} else if (Event.Type == Events::C_Type_Respawn) {
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
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ApplyPhysicsAtRespawn_Queue[Event.Player] = True;
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ApplyPhysicsAtRespawn_Queue[Event.Player.User.WebServicesUserId] = K_RespawnStatus {
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ResetBeforeAppling = True,
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RespawnTime = Now
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} ;
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}
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}
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if (Now % 100 == 0 && ApplyPhysicsAtRespawn_Queue.count > 0) {
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foreach (Player => HaveToReset in ApplyPhysicsAtRespawn_Queue) {
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Log::Log("[ApplyPhysicsAtRespawn] Player: " ^ Player.User.Name ^ " / Player.SpawnStatus: " ^ Player.SpawnStatus);
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if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
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if (HaveToReset) SetPhysicsChange("Reset", "", Player);
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foreach (AccountId => RespawnStatus in ApplyPhysicsAtRespawn_Queue) {
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declare CSmPlayer Player = ModeUtils::GetPlayerFromAccountId(AccountId);
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if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
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Log::Log("[ApplyPhysicsAtRespawn] Player: " ^ Player.User.Name);
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if (RespawnStatus.ResetBeforeAppling) SetPhysicsChange("Reset", "", Player);
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ApplyPhysicsAtRespawn(Player);
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ApplyPhysicsAtRespawn_Queue.removekey(Player);
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ApplyPhysicsAtRespawn_Queue.removekey(AccountId);
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} else if (RespawnStatus.RespawnTime > Now || RespawnStatus.RespawnTime + 10000 < Now ) { // Clear ApplyPhysicsAtRespawn_Queue array if player is DC
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Log::Log("[ApplyPhysicsAtRespawn] Clear from array after 10s: " ^ AccountId);
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if (Player != Null) {
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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Net_PlayerPhysics = InitPlayerPhysicsVariable();
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}
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ApplyPhysicsAtRespawn_Queue.removekey(AccountId);
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}
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}
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}
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@ -323,7 +342,6 @@ Void ApplyPhysicsAtRespawn(CSmPlayer _Player) {
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if (DefaultPlayerPhysics.NoEngine != Net_PlayerPhysics.NoEngine) SetPhysicsChange("NoEngine", "1", _Player);
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if (DefaultPlayerPhysics.NoSteer != Net_PlayerPhysics.NoSteer) SetPhysicsChange("NoSteer", "1", _Player);
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if (DefaultPlayerPhysics.SlowMotion != Net_PlayerPhysics.SlowMotion) SetPhysicsChange("SlowMotion", "1", _Player);
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log("[ApplyPhysicsAtRespawn] Now After SetPhysics: " ^ Now);
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}
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Void SetML() {
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