fix damage indicator overflow after fastforward

break up shiftgametime() time jumps into 5-second jumps and five 1-second
jumps for the last five seconds

rename respawnoffset to lastdeath (because that's what it is)
rename clientside nextmillis to skipmillis (because that's what it does)
This commit is contained in:
ac-stef
2017-05-13 03:46:00 +02:00
parent e093b9f215
commit cf55e54faa
8 changed files with 20 additions and 19 deletions
+3 -4
View File
@@ -422,7 +422,7 @@ public:
enet_uint32 address;
int lifesequence; // sequence id for each respawn, used in damage test
int frags, flagscore, deaths, points, tks;
int lastaction, lastmove, lastpain, lastvoicecom;
int lastaction, lastmove, lastpain, lastvoicecom, lastdeath;
int clientrole;
bool attacking;
string name;
@@ -431,7 +431,6 @@ public:
int nextweapon; // weapon we switch to
int spectatemode, followplayercn;
int eardamagemillis;
int respawnoffset;
float maxroll, maxrolleffect, movroll, effroll; // roll added by movement and damage
bool allowmove() { return state!=CS_DEAD || spectatemode==SM_FLY; }
@@ -449,8 +448,8 @@ public:
bool ignored, muted;
playerent() : curskin(0), clientnum(-1), lastupdate(0), plag(0), ping(0), address(0), lifesequence(0), frags(0), flagscore(0), deaths(0), points(0), tks(0), lastpain(0), lastvoicecom(0), clientrole(CR_DEFAULT),
team(TEAM_SPECT), spectatemode(SM_NONE), eardamagemillis(0), respawnoffset(0), maxroll(ROLLMOVDEF), maxrolleffect(ROLLEFFDEF), movroll(0), effroll(0),
playerent() : curskin(0), clientnum(-1), lastupdate(0), plag(0), ping(0), address(0), lifesequence(0), frags(0), flagscore(0), deaths(0), points(0), tks(0), lastpain(0), lastvoicecom(0), lastdeath(0), clientrole(CR_DEFAULT),
team(TEAM_SPECT), spectatemode(SM_NONE), eardamagemillis(0), maxroll(ROLLMOVDEF), maxrolleffect(ROLLEFFDEF), movroll(0), effroll(0),
prevweaponsel(NULL), weaponsel(NULL), nextweaponsel(NULL), primweap(NULL), nextprimweap(NULL), lastattackweapon(NULL),
smoothmillis(-1),
head(-1, -1, -1), ignored(false), muted(false)