blocking bad maps in client side, and beginning the work with the medal system

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5031 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Rafael Barreto
2010-05-24 17:24:33 +00:00
parent 02da74afdf
commit bc01595024
9 changed files with 129 additions and 26 deletions
+10 -3
View File
@@ -577,9 +577,16 @@ void respawnself()
}
}
extern int checkarea(int maplayout_factor, char *maplayout);
extern int MA;
extern float Mh;
bool tryrespawn()
{
if(spawnpermission > SP_OK_NUM)
if ( Mh >= MAXMHEIGHT || MA >= MAXMAREA ) {
hudoutf("This map is not supported in multiplayer");
}
else if(spawnpermission > SP_OK_NUM)
{
hudeditf(HUDMSG_TIMER, "\f3%s", spawnpermission == SP_WRONGMAP ? "You have to be on the correct map to spawn. Type /getmap" : "You can't spawn. You're a spectator.");
}
@@ -621,8 +628,8 @@ void dodamage(int damage, playerent *pl, playerent *actor, bool gib, bool local)
pl->respawnoffset = pl->lastpain = lastmillis;
playerent *h = local ? player1 : updatefollowplayer(0);
if(/*actor==h && pl!=actor*/ pl == player1)
// playerent *h = local ? player1 : updatefollowplayer(0);
if(/*actor==h && pl!=actor*/ pl == player1) // FIXME
{
if(hitsound && lasthit != lastmillis) audiomgr.playsound(S_HITSOUND, SP_LOW);
lasthit = lastmillis;