View Full Version : Mine issue.
jaybird
6th September 2005, 01:06
I'm trying to set a custom shader and colors to armed mines for spectators (as in Shoutcaster capability), but not having much luck. I tried the code I'm using with active players (i.e. I'm on axis and the mines display correctly when armed), but spectators cannot view them. The problem is that CG_Missle is not called for armed mines when a player is a spectator. It is called when the mine is unarmed (having just been placed on the ground).
My question is where is the client is controlling this, and/or how to 'fix' it.
KillerWhale
6th September 2005, 11:29
I believe the cause of this is serverside, CG_missile isn't called because (in that case) the landmine entity isn't send over to the client in a snapshot.
I haven't tested this but just looking at the code it seems the team check in the function G_LandmineSnapshotCallback (G_missle.c) is the cause of this:
qboolean G_LandmineSnapshotCallback( int entityNum, int clientNum ) {
gentity_t* ent = &g_entities[ entityNum ];
gentity_t* clEnt = &g_entities[ clientNum ];
team_t team;
if( clEnt->client->sess.skill[ SK_BATTLE_SENSE ] >= 4 ) {
return qtrue;
}
if( !G_LandmineArmed( ent ) ) {
return qtrue;
}
if( G_LandmineSpotted( ent ) ) {
return qtrue;
}
team = G_LandmineTeam( ent );
if( team == clEnt->client->sess.sessionTeam ) {
return qtrue;
}
//bani - fix for covops spotting
if( clEnt->client->sess.playerType == PC_COVERTOPS && clEnt->client->ps.eFlags & EF_ZOOMING && ( clEnt->client->ps.stats[STAT_KEYS] & ( 1 << INV_BINOCS ) ) ) {
return qtrue;
}
return qfalse;
}
jaybird
6th September 2005, 11:47
Ah right, that makes sense. I'll give this a try later, thanks for the tip!
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