// needs to be done so early as they would still spawn
RegisterWeapons();
- ServerProgsDB = db_load("server.db");
+ ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
TemporaryDB = db_create();
// some things then break, so let's work around them...
// Progs DB (capture records)
- ServerProgsDB = db_load("server.db");
+ ServerProgsDB = db_load(strcat("server.db", autocvar_sessionid));
// Mapinfo
MapInfo_Shutdown();
if(!cheatcount_total)
{
if(autocvar_sv_db_saveasdump)
- db_dump(ServerProgsDB, "server.db");
+ db_dump(ServerProgsDB, strcat("server.db", autocvar_sessionid));
else
- db_save(ServerProgsDB, "server.db");
+ db_save(ServerProgsDB, strcat("server.db", autocvar_sessionid));
}
if(autocvar_developer)
{
+#define REMOVEHACK
+
// for think function
.vector warpzone_save_origin;
.vector warpzone_save_angles;
return TRUE;
}
-#define WARPZONE_TELEPORT_FIXSOLID(ret) \
- do \
- { \
- setorigin(player, o1 - player.view_ofs); \
- if(WarpZoneLib_MoveOutOfSolid(player)) \
- { \
- o1 = player.origin + player.view_ofs; \
- setorigin(player, o0 - player.view_ofs); \
- } \
- else \
- { \
- print("would have to put player in solid, won't do that\n"); \
- setorigin(player, o0 - player.view_ofs); \
- return (ret); \
- } \
- } \
- while(0)
-#define WARPZONE_TELEPORT_DOTELEPORT() \
- do \
- { \
- WarpZone_RefSys_Add(player, wz); \
- WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1); \
- WarpZone_StoreProjectileData(player); \
- player.warpzone_teleport_time = time; \
- player.warpzone_teleport_finishtime = time; \
- player.warpzone_teleport_zone = wz; \
- } \
- while(0)
-
float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
{
vector o0, a0, v0, o1, a1, v1, o10;
o1 = o1 - v1 * (d / dv);
}
- // put him inside solid
+ if(o1 == o0)
+ o1_z = nextafter(o1_z, world.maxs_z);
+
+ // put him out of solid
tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
if(trace_startsolid)
- WARPZONE_TELEPORT_FIXSOLID(0);
+ {
+ setorigin(player, o1 - player.view_ofs);
+ if(WarpZoneLib_MoveOutOfSolid(player))
+ {
+ o1 = player.origin + player.view_ofs;
+ setorigin(player, o0 - player.view_ofs);
+ }
+ else
+ {
+ print("would have to put player in solid, won't do that\n");
+ setorigin(player, o0 - player.view_ofs);
+ return 0;
+ }
+ }
- WARPZONE_TELEPORT_DOTELEPORT();
+ // do the teleport
+ WarpZone_RefSys_Add(player, wz);
+ WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1);
+ WarpZone_StoreProjectileData(player);
+ player.warpzone_teleport_time = time;
+ player.warpzone_teleport_finishtime = time;
+ player.warpzone_teleport_zone = wz;
// prevent further teleports back
float dt = (o1 - o10) * v1 * (1 / (v1 * v1));
if(!wz)
return 0;
+#ifdef REMOVEHACK
+ print("impactfilter found something - and it no longer gets handled correctly - please tell divVerent whether anything behaves broken now\n");
+#else
print("impactfilter found something - and it even gets handled correctly - please tell divVerent that this code apparently gets triggered again\n");
+#endif
print("Entity type: ", player.classname, "\n");
print("Origin: ", vtos(player.origin), "\n");
print("Velocity: ", vtos(player.velocity), "\n");
+#ifdef REMOVEHACK
+ return 0;
+#else
// retry previous move
setorigin(player, player.warpzone_oldorigin);
player.velocity = player.warpzone_oldvelocity;
}
return +1;
+#endif
}
float WarpZone_Projectile_Touch()
{