]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Finally fix a bug where, depending on player entity number, the circular progress...
authorterencehill <piuntn@gmail.com>
Tue, 30 Mar 2021 17:16:02 +0000 (19:16 +0200)
committerterencehill <piuntn@gmail.com>
Tue, 30 Mar 2021 17:16:02 +0000 (19:16 +0200)
qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc

index f68b002194bfdb10bc6af54ec684471ce3c843a1..b7319167174d5724fa317fd63c8a1baadb014c09 100644 (file)
@@ -490,9 +490,8 @@ MUTATOR_HOOKFUNCTION(ft, Damage_Calculate)
        #undef IS_REVIVING
 #endif
 
-// returns true if player is reviving it
-#define IS_REVIVING(player, it, revive_extra_size) \
-       (it != player && !STAT(FROZEN, it) && !IS_DEAD(it) && SAME_TEAM(it, player) \
+#define IN_REVIVING_RANGE(player, it, revive_extra_size) \
+       (it != player && !IS_DEAD(it) && SAME_TEAM(it, player) \
        && boxesoverlap(player.absmin - revive_extra_size, player.absmax + revive_extra_size, it.absmin, it.absmax))
 
 MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
@@ -515,9 +514,27 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
        entity reviving_players_last = NULL;
        entity reviving_players_first = NULL;
 
+       bool player_is_reviving = false;
        int n = 0;
        vector revive_extra_size = '1 1 1' * autocvar_g_freezetag_revive_extra_size;
-       FOREACH_CLIENT(IS_PLAYER(it) && IS_REVIVING(player, it, revive_extra_size), {
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               // check if player is reviving anyone
+               if (STAT(FROZEN, it) == FROZEN_NORMAL)
+               {
+                       if ((STAT(FROZEN, player) == FROZEN_NORMAL))
+                               continue;
+                       if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+                               continue;
+                       player_is_reviving = true;
+                       break;
+               }
+
+               if (!(STAT(FROZEN, player) == FROZEN_NORMAL))
+                       continue; // both player and it are NOT frozen
+               if (!IN_REVIVING_RANGE(player, it, revive_extra_size))
+                       continue;
+
+               // found a teammate that is reviving player
                if (autocvar_g_freezetag_revive_time_to_score > 0 && STAT(FROZEN, player) == FROZEN_NORMAL)
                {
                        it.freezetag_revive_time += frametime / autocvar_g_freezetag_revive_time_to_score;
@@ -538,7 +555,8 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
                reviving_players_last.chain = NULL;
 
        // allow normal revival during automatic revival
-       // (not allowing it IS_REVIVING should check freezetag_frozen_timeout too)
+       // (if we wouldn't allow it then freezetag_frozen_timeout should be checked too in the previous loop)
+       //if (STAT(FROZEN, player) == FROZEN_NORMAL) // redundant check
        if (!n && player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
                n = -1;
 
@@ -557,7 +575,7 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
                        clearspeed = 0; // prevent stacking points by entering and exiting the revival zone many times
                if (STAT(FROZEN, player) == FROZEN_NORMAL)
                        STAT(REVIVE_PROGRESS, player) = bound(base_progress, STAT(REVIVE_PROGRESS, player) - frametime * clearspeed * (1 - base_progress), 1);
-               else if (!STAT(FROZEN, player))
+               else if (!STAT(FROZEN, player) && !player_is_reviving)
                        STAT(REVIVE_PROGRESS, player) = base_progress; // thawing nobody
        }
        else if (STAT(FROZEN, player) == FROZEN_NORMAL) // OK, there is at least one teammate reviving us