Don't list reviving players using an intrusivelist because for some reason it interfe...
authorterencehill <piuntn@gmail.com>
Sat, 15 Dec 2018 19:07:17 +0000 (20:07 +0100)
committerterencehill <piuntn@gmail.com>
Sat, 15 Dec 2018 19:07:17 +0000 (20:07 +0100)
qcsrc/common/gamemodes/gamemode/freezetag/sv_freezetag.qc

index 224fbcb..bb9784d 100644 (file)
@@ -478,7 +478,8 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
        //if(player.freezetag_frozen_timeout > 0 && time < player.freezetag_frozen_timeout)
                //player.iceblock.alpha = ICE_MIN_ALPHA + (ICE_MAX_ALPHA - ICE_MIN_ALPHA) * (player.freezetag_frozen_timeout - time) / (player.freezetag_frozen_timeout - player.freezetag_frozen_time);
 
-       IntrusiveList reviving_players = NULL;
+       entity reviving_players_last = NULL;
+       entity reviving_players_first = NULL;
 
        if(player.freezetag_frozen_timeout > 0 && time >= player.freezetag_frozen_timeout)
                n = -1;
@@ -487,11 +488,15 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
                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), {
-                       if (!reviving_players)
-                               reviving_players = IL_NEW();
-                       IL_PUSH(reviving_players, it);
+                       if (reviving_players_last)
+                               reviving_players_last.chain = it;
+                       reviving_players_last = it;
+                       if (!reviving_players_first)
+                               reviving_players_first = it;
                        ++n;
                });
+               if (reviving_players_last)
+                       reviving_players_last.chain = NULL;
        }
 
        if (!n) // no teammate nearby
@@ -522,26 +527,23 @@ MUTATOR_HOOKFUNCTION(ft, PlayerPreThink, CBC_ORDER_FIRST)
                        }
 
                        // EVERY team mate nearby gets a point (even if multiple!)
-                       IL_EACH(reviving_players, true, {
+                       for(entity it = reviving_players_first; it; it = it.chain)
+                       {
                                GameRules_scoring_add(it, FREEZETAG_REVIVALS, +1);
                                GameRules_scoring_add(it, SCORE, +1);
                                nades_GiveBonus(it, autocvar_g_nades_bonus_score_low);
-                       });
+                       }
 
-                       entity first = IL_FIRST(reviving_players);
+                       entity first = reviving_players_first;
                        Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_FREEZETAG_REVIVED, first.netname);
                        Send_Notification(NOTIF_ONE, first, MSG_CENTER, CENTER_FREEZETAG_REVIVE, player.netname);
                        Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED, player.netname, first.netname);
                }
 
-               if (reviving_players)
-                       IL_EACH(reviving_players, true, {
-                               STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
-                       });
+               for(entity it = reviving_players_first; it; it = it.chain)
+                       STAT(REVIVE_PROGRESS, it) = STAT(REVIVE_PROGRESS, player);
        }
 
-       if (reviving_players)
-               IL_DELETE(reviving_players);
        return true;
 }