Before this fix player could switch from spectate to alive mode,
but he stayed in SPECTATOR team.
Note: 2 mouse clicks are necessary to player's spawn. Second respawnself()
is needed, because spawnplayer() is executed before server will switch
player1 to active team, so he would always spawn in CLA base (in bot
team modes).
The vantage point is supposed to be a distinctive view on a map - like the
angle from which the preview picture was taken.
This commit adds three commands: clearvantagepoint, setvantagepoint and
gotovantagepoint. None has any parameters, all are only allowed in edit
mode. A map can only have one vantage point.
First fix - now togglespect lets to return automatically to previously
spectated player, after spectating him, switching to "fly spectate" mode
and again to spectating players.
Second fix - now player doesn't land and stuck outside of new map,
when during spectating somebody map changed.
FCPNs are removed, because currently they aren't used.
* replaces filtertext() with a version with a dozen of single filters
that can be used in any combination
* defines classes of allowed characters for strings for various uses
(see protocol.h line 153ff)
* now the allowed charset of, for example, player names is defined
in one location only
* fixes issue #58
An xmap holds everything related to map editing at a certain moment: it is
a map editing snapshot. It contains the name, the header, the geometry,
the entities, the extra headers, the undo/redo data and the cameraposition
from the moment, the snapshot was taken.
Xmaps are held in memory and, if persistentxmaps is set to "1", are saved
at game end and restored at game start.
xmap_list
lists all xmaps currently in memory
xmap_store <nickname>
create a snapshot and store it under the given nickname
(nicknames have to qualify as valid filenames)
xmap_restore <nickname>
restores the named snapshot. Also creates a backup snapshot of the
current editing data.
xmap_restore
restores the last automatic backup snapshot. Automatic snapshots are
taken, a) before a snapshot is restored, b) before a new map is loaded
(if there were unsaved edits on the map) and c) when the game ends (if
there were unsaved edits).
xmap_delete <nickname>
deletes the named snapshot.
Unsaved edits are flagged in the HUD with an "U" in the lower right
corner of the screen.
The files with the persistent xmaps are stored in mapediting/xmaps. After
they were restored at game start, the files are moved to
mapediting/xmaps/backups. Xmap files are cubescript files.
- fix possible crash in conc (but it's still an ugly hack)
- fix noob usage of strcmp
- flag some memory leaks (it would be nice, if the author(s) would clean
up the mess himself)
- fix crash in substr
- whitespace cleanup
there are plenty more memory leaks in command.cpp - for example, every
goto in cubescript does not clean up anything
This commit fixes the issue: https://github.com/assaultcube/AC/issues/21
Player in spectate mode isn't dead, so when he switches from spectate to active mode, he is still non-dead.
Therefore d->state=="CS_DEAD" doesn't work in such cases.
This commit removes also some aimless line.
To test this bug make, for example, 3 long-standing sleeps, add checking of number of sleeps before and after existing "loopv(sleep)",
and later type "/resetsleeps" command in AC - result: 3 sleeps "before" and 1 remains "after".
Explanation by stef: after deleting elements from vectors there are no holes,
so if there were sleeps[0], sleeps[1] and sleeps[2], then after removing sleeps[0] there left
sleeps[0] and sleeps[1], so during next loop cycle this sleeps[0] is neglected (because i=1).
Commit just changes loopv to loopvrev (loop from end to begin).
fix for setfollowplayer 0 crashing the game in bot mode
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@7251 e016b1c5-ed68-44aa-a2f7-31cac88cffde
(please double-check, I don't have HW to test this :) )
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@6866 e016b1c5-ed68-44aa-a2f7-31cac88cffde