~swag/armagetronad/0.2.9-sty+ct+ap-fork

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Viewing changes to src/tron/gCycle.cpp

  • Committer: SwagTron
  • Date: 2019-03-24 05:43:34 UTC
  • Revision ID: swagtron-20190324054334-dhst2s4vcdpuehhd
Allowed show_position to be used made it more accurate. Was kind of odd the show_position definition wasnt also if debug, so the command was in the game just didnt do anything. 
Added /info to get general information about players. Stuff /players and /colors wouldnt show. Displays: Colored Name, Position, Direction, Used Rubber out of max, Speed, Spectating / Playing, Chatting, Sometimes Alive / Dead
Usage: /info - Returns own information
       /info playername - Returns that players name. (or more depending if the search word is found in more than one player) 
Fixed the /colors command a bit, also moved the function to a proper spot and made the output editable (added player_colors_text)

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        currentWall(NULL),
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        lastWall(NULL)
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{
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/*    
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    se_cycleCreatedWriter << p->GetLogName() << this->MapPosition().x << this->MapPosition().y << this->MapDirection().x << this->MapDirection().y << (p->CurrentTeam()?Team()->Name().Filter():"") << se_GameTime();
 
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    se_cycleCreatedWriter << p->GetLogName() << this->MapPosition().x << this->MapPosition().y << this->MapDirection().x << this->MapDirection().y << Team()->Name().Filter() << se_GameTime();
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    se_cycleCreatedWriter.write();
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*/
 
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    windingNumberWrapped_ = windingNumber_ = Grid()->DirectionWinding(dirDrive);
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    dirDrive = Grid()->GetDirection(windingNumberWrapped_);
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    dir = dirDrive;
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#ifdef DEDICATED
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    if ( Alive() && currentTime > lastTime + Lag() + 1 )
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    {
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        //sn_ConsoleOut( "0xff7777Admin : 0xffff77BUG had to kill a cycle because it lagged behind in the simulation. Probably the invulnerability bug. Investigate!\n" );
 
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        sn_ConsoleOut( "0xff7777Admin : 0xffff77BUG had to kill a cycle because it lagged behind in the simulation. Probably the invulnerability bug. Investigate!\n" );
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        st_Breakpoint();
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        KillAt( pos );
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        ret = false;
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                tString logTurnsMsg;
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                logTurnsMsg << "death " << MapPosition().x << " " << MapPosition().y << " " << MapDirection().x << " " << MapDirection().y;
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                LogPlayersCycleTurns(this, logTurnsMsg);
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/*
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                se_cycleDestroyedWriter << Player()->GetUserName() << MapPosition().x << MapPosition().y << MapDirection().x << MapDirection().y << (Player()->CurrentTeam()?ePlayerNetID::FilterName(Team()->Name()):"") << se_GameTime();
 
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                se_cycleDestroyedWriter << Player()->GetUserName() << MapPosition().x << MapPosition().y << MapDirection().x << MapDirection().y << ePlayerNetID::FilterName(Team()->Name()) << se_GameTime();
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                se_cycleDestroyedWriter.write();
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*/
 
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                Player()->LogActivity(ACTIVITY_DIED);
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                sg_cycleRespawnZone_Create(this);
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bool sg_HideCycles = false;
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static tConfItem<bool> sg_HideCyclesConf("HIDE_CYCLES", sg_HideCycles);
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// Should we hide the chat flag above the player's cycle when the user is silenced?
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static bool se_HideSilencedPyramidChatFlag = true;
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static tSettingItem<bool> se_HideSilencedPyramidChatFlagConf("HIDE_SILENCED_PYRAMID_CHATFLAG", se_HideSilencedPyramidChatFlag);
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void gCycle::Render(const eCamera *cam){
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    /*
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    // for use when there's rendering problems on one specific occasion
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            REAL alpha = 1;
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            const REAL timeout = .5f;
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            if (bool(player))
 
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            if ( bool(player) )
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            {
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                // If the HIDE_SILENCED_PYRAMID_CHATFLAG command is set to false and the player is not silenced, show the tab chatflag.
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                if (!(se_HideSilencedPyramidChatFlag && player->AccessSilenced()))
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                {
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                    if (player->IsChatting())
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                    {
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                        renderPyramid = true;
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                        colorPyramid.b = 0.0f;
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                    }
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                    else if (!player->IsActive())
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                    {
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                        renderPyramid = true;
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                        colorPyramid.b = 0.0f;
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                        colorPyramid.g = 0.0f;
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                    }
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                    else if (cam && cam->Center() == this && se_GameTime() < timeout && player->CurrentTeam() && player->CurrentTeam()->NumPlayers() > 1)
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                    {
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                        renderPyramid = true;
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                        alpha = timeout - se_GameTime();
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                    }
 
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                if ( player->IsChatting() )
 
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                {
 
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                    renderPyramid = true;
 
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                    colorPyramid.b = 0.0f;
 
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                }
 
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                else if ( !player->IsActive() )
 
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                {
 
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                    renderPyramid = true;
 
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                    colorPyramid.b = 0.0f;
 
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                    colorPyramid.g = 0.0f;
 
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                }
 
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                else if ( cam && cam->Center() == this && se_GameTime() < timeout && player->CurrentTeam() && player->CurrentTeam()->NumPlayers() > 1 )
 
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                {
 
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                    renderPyramid = true;
 
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                    alpha = timeout - se_GameTime();
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                }
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            }
 
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            if ( renderPyramid )
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            {
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                GLfloat s=sin(lastTime);
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        int pos = 0; //
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        tString PlayerName = ePlayerNetID::FilterName(params.ExtractNonBlankSubString(pos));
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        ePlayerNetID *pPlayer = ePlayerNetID::FindPlayerByName(PlayerName);
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        if (!pPlayer || !pPlayer->CanRespawn())
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        {
 
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        if(!pPlayer)
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            return;
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        }
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        //const tString message_str = params.ExtractNonBlankSubString(pos);
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        //int message = atoi(message_str);