avoiding lag-speedhack in flag pick up, fixes into showmapstats functions
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5776 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -252,17 +252,17 @@ bool good_map() // call this function only at startmap
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{
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if (mlayout) MA = checkarea(sfactor, mlayout);
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F2F = 1000 * MINFF;
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if(m_flags)
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{
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flaginfo &f0 = flaginfos[0];
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flaginfo &f1 = flaginfos[1];
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#define DIST(x) (f0.pos.x - f1.pos.x)
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F2F = (!numflagspawn[0] || !numflagspawn[1]) ? 1000 * MINFF : (int) fSqrt(DIST(x)*DIST(x)+DIST(y)*DIST(y));
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F2F = (!numflagspawn[0] || !numflagspawn[1]) ? 1000 * MINFF : DIST(x)*DIST(x)+DIST(y)*DIST(y);
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#undef DIST
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}
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item_fail = false;
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loopv(ents)
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{
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entity &e1 = ents[i];
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@@ -735,7 +735,8 @@ bool flagdistance(sflaginfo &f, int cn)
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v.x = f.pos[0]; v.y = f.pos[1];
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break;
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}
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if(v.x < 0) return true;
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bool lagging = (c.ping < 1000 && c.spj < 100);
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if(v.x < 0 && !lagging) return true;
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float dist = c.state.o.dist(v);
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int pdist = check_pdist(&c,dist);
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if(pdist)
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@@ -745,7 +746,7 @@ bool flagdistance(sflaginfo &f, int cn)
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c.hostname, c.name, (pdist==2?"tried to touch":"touched"), team_string(&f == sflaginfos + 1), dist, c.farpickups);
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if (pdist==2) return false;
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}
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return true;
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return lagging ? false : true; // today I found a lag hacker :: Brahma, 19-oct-2010... lets test it a bit
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}
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void sendflaginfo(int flag = -1, int cn = -1)
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