Bomb Defusal: fix the bomb not being removed from the game properly upon round ends. Requires a .customphysics fix in upstream Nuclide as well (so update!)

This commit is contained in:
Marco Cawthorne 2023-04-18 14:48:39 -07:00
parent aad8d044e4
commit c4969943b8
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
3 changed files with 58 additions and 18 deletions

View File

@ -547,6 +547,10 @@ CSMultiplayerRules::RestartRound(int iWipe)
dec.m_strTexture = "";
dec.SendFlags = -1;
}
for (entity eFind = world; (eFind = find(eFind, ::classname, "item_c4"));) {
NSEntity e = (NSEntity)eFind;
e.Destroy();
}
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_CLEARDECALS);

View File

@ -28,17 +28,18 @@ class item_c4:NSRenderableEntity
#endif
#ifdef SERVER
void(void) item_c4;
virtual float(entity, float) SendEntity;
virtual void(void) ClearProgress;
virtual void(void) OnPlayerUse;
virtual void(void) Logic;
void item_c4(void);
virtual float SendEntity(entity, float);
virtual void ClearProgress(void);
virtual void OnPlayerUse(void);
virtual void Logic(void);
virtual void OnRemoveEntity(void);
#endif
#ifdef CLIENT
void(void) item_c4;
virtual void(void) DrawLED;
virtual float(void) predraw;
void item_c4(void);
virtual void DrawLED(void);
virtual float predraw(void);
#endif
};
@ -115,20 +116,15 @@ item_c4::Logic(void)
}
if (m_flDefusalState > 10.0f) {
ClearProgress();
sound(this, CHAN_VOICE, "weapons/c4_disarmed.wav", 1.0, ATTN_NORM);
rules.RoundOver(TEAM_CT, 3600, TRUE);
Radio_BroadcastMessage(RADIO_BOMBDEF);
m_flBeepTime = 0.0f;
m_flDefusalState = 0;
remove(this);
Destroy();
return;
}
/* if our time has passed, explode */
if (m_flExplodeTime < time) {
ClearProgress();
if (m_flExplodeTime < time) {\
/* In Bomb Defusal, all Terrorists receive $3500
* if they won by detonating the bomb. */
rules.RoundOver(TEAM_T, 3500, FALSE);
@ -142,9 +138,7 @@ item_c4::Logic(void)
}
}
m_flBeepTime = 0.0f;
m_flDefusalState = 0;
remove(this);
Destroy();
return;
}
@ -168,6 +162,14 @@ item_c4::Logic(void)
}
}
void
item_c4::OnRemoveEntity(void)
{
ClearProgress();
m_flBeepTime = 0.0f;
m_flDefusalState = 0;
}
void
item_c4::item_c4(void)
{

View File

@ -181,6 +181,7 @@ class player:NSClientPlayer
virtual void ReceiveEntity(float, float);
virtual void PredictPreFrame(void);
virtual void PredictPostFrame(void);
virtual void UpdateAliveCam(void);
#else
virtual void ServerInputFrame(void);
virtual void EvaluateEntity(void);
@ -226,6 +227,39 @@ player::UpdatePlayerAnimation(float timelength)
}
#ifdef CLIENT
void Camera_RunPosBob(vector angles, __inout vector camera_pos);
void Camera_StrafeRoll(__inout vector camera_angle);
void Shake_Update(NSClientPlayer);
void
player::UpdateAliveCam(void)
{
vector cam_pos = GetEyePos();
Camera_RunPosBob(view_angles, cam_pos);
g_view.SetCameraOrigin(cam_pos);
Camera_StrafeRoll(view_angles);
g_view.SetCameraAngle(view_angles);
if (vehicle) {
NSVehicle veh = (NSVehicle)vehicle;
if (veh.UpdateView)
veh.UpdateView();
} else if (health) {
if (autocvar_pm_thirdPerson == TRUE) {
makevectors(view_angles);
vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
traceline(vStart, vEnd, FALSE, this);
g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
}
}
Shake_Update(this);
g_view.AddPunchAngle(punchangle);
}
.string oldmodel;
string Weapons_GetPlayermodel(player, int);