Kp
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8e94b21061
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Add size information to improve -fmudflap
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2012-11-11 00:12:17 +00:00 |
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Kp
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d2bbdfd058
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Avoid use of C++ keyword as variable name
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2013-06-30 17:59:31 +00:00 |
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Kp
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63dc72ba4a
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Add HUD_init_message_literal for preformatted text strings
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2013-06-29 22:19:17 +00:00 |
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Kp
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29ab6430df
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Realign netflag enum and strings
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2013-06-25 02:26:08 +00:00 |
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Kp
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5575f9beba
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Validate netgame mode index
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2013-06-25 02:09:12 +00:00 |
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Kp
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b685253fef
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Use enum for multiplayer message numbers
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2013-06-14 03:04:23 +00:00 |
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Kp
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9af78b7217
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Compute message_length limit automatically
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2013-06-14 03:04:23 +00:00 |
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Kp
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4f63b346e6
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Mark weapon related globals as const
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2012-10-28 02:27:28 +00:00 |
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Kp
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8f95f0120d
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Use ubyte/const ubyte consistently in multiplayer messaging
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2013-03-31 20:42:14 +00:00 |
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Kp
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da757190cc
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Simplify processing of $ insertion of name in multiplayer messages
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2013-03-31 20:42:14 +00:00 |
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Kp
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8768441da9
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Move reactor Gun_dir,Gun_pos into struct object
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2013-03-23 19:09:44 +00:00 |
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Kp
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a81afea7fe
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Rename include/error.h to include/dxxerror.h
Avoid conflict with generic system header.
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2012-07-07 18:35:06 +00:00 |
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Kp
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5c2d180d0f
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Normalize comments and whitespace to match D1X
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2013-02-25 01:59:08 +00:00 |
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zicodxx
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b6a906bc53
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Decrease personal score when killing multi buddy and don't increment towards kill goal; Killing off some old externs on which I don't wanna waste an extra commit
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2013-01-19 16:37:42 +01:00 |
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zicodxx
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9d16bf74d3
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Fixed some minor HUD-text related issues: For team assignment messages, joining player name would appear; team color assignment in netgame info screen could be wrong due to wrong syntax handling; when rewrapping text messages to specific player, game would not add space behind colon
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2013-01-08 11:42:10 +01:00 |
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zicodxx
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f4ab2e63af
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Added dummy %s to prevent formatting untrusted literals - patch by Kp
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2013-01-03 17:30:42 +01:00 |
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zicodxx
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7c5aaa29df
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Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp
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2012-07-23 01:17:54 +02:00 |
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zicodxx
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583187db68
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removed temp_string buffer for ingame message inputs preventing the string from being messed up if containing special characters
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2012-06-18 01:23:32 +02:00 |
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zicodxx
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b0288d8df0
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removed MarkerOwner; some code cleaning in that regard
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2012-06-10 11:26:29 +02:00 |
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zicodxx
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edf56169ab
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do not write player file each time lifetime stats change to prevent hickups on killing
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2012-06-08 23:13:33 +02:00 |
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zicodxx
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d910fd0e7c
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cleanly decide it to drop a hoard orb depending on wether we were killed by ourselves, en enemy or team-mate without any ugly and unreliable hacks
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2012-06-08 01:41:31 +02:00 |
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zicodxx
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1296f3e3b3
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Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
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2012-05-21 17:06:50 +02:00 |
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zicodxx
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70287bfde6
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:43 +02:00 |
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zicodxx
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2bed74b056
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During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
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2012-05-14 19:20:18 +02:00 |
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zicodxx
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347775de93
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Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level
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2012-04-27 02:09:48 +02:00 |
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zicodxx
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4e4f949bc0
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fixed improper player disconnecting which might have been caused by endlevel packet
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2012-04-23 16:15:19 +02:00 |
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zicodxx
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b02060216e
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Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers
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2012-04-18 11:28:23 +02:00 |
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zicodxx
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8fc772586c
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fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
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2012-04-16 01:13:29 +02:00 |
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zicodxx
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8a136a461c
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addition for last commit - forgot to fix when resolving merge-conflict
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2012-04-15 16:06:02 +02:00 |
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zicodxx
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3a96935748
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Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definition
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2012-04-15 15:32:48 +02:00 |
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Chris Taylor
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311f835bf8
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Clicking on mine elements in the editor now works in ogl
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2012-04-15 13:45:45 +08:00 |
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zicodxx
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90e41c1c85
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When possibly sending player positions prior to firing, do that before messing multibuf; Added more strict sanity checks for outgoing and incoming multi packets; Moved some general game stuff from net_udp_init() to multi_new_game()
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2012-04-15 03:05:28 +02:00 |
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zicodxx
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e45dd761b3
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addition for r1310 forgotten to commit
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2012-04-12 11:31:30 +02:00 |
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zicodxx
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f35eba5f04
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Fixed some Multiplayer bugs: Reactor invulnerable time did not checked for hours spent in level so reactor would become invulnerable again after 60 minutes; Fixed the fix (heh) for misordered explode/reappear packets; Reset Player_eggs_dropped when initializing new ship so eggs are properly dropped when player disconnects two times without respawning; Cleaned player disconnecting a little bit and made code more straightforward
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2012-04-12 02:15:26 +02:00 |
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zicodxx
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d0ddf0362a
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fixed glitch when reappear and explode packets are misordered, rendering player invisible
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2012-04-07 12:32:22 +02:00 |
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zicodxx
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39b0dacd6a
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variable declarations come first
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2012-04-05 02:21:33 +02:00 |
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zicodxx
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c3b520b6e2
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Immediately relay pdata packets from clients to others which should reduce artificial delay; allow sending of pdata packet when firing if enough time has passed since last update; only answer full game info requests 2 times per second and lite info 8 times per second
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2012-03-29 10:16:33 +02:00 |
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zicodxx
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26bb1f6a34
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Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
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2012-03-28 12:26:24 +02:00 |
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zicodxx
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aa8286c1d6
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Fixed set but unused variables
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2011-09-27 01:31:19 +02:00 |
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zicodxx
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a8892bd13a
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Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
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2011-09-15 10:45:48 +02:00 |
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zicodxx
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d9ca3a2287
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Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability
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2011-09-14 01:15:32 +02:00 |
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zicodxx
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fa96b3e5d7
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Due to descent2.ham reloading, hoard.ham must realod properly as well; cover multi_send_sound_function by plp preventing sound loops get lost/screwed in action
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2011-07-14 13:38:04 +02:00 |
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zicodxx
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3db4007d8a
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for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more
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2011-06-04 22:50:37 +02:00 |
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zicodxx
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dd991fbf6b
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
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zicodxx
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dadb99bdca
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Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info
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2011-05-25 15:25:13 +02:00 |
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zicodxx
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9b17431c45
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Reset new_Bounty_target after using it and let host add a number on how often Bounty is reassigned. Both additions should help keeping target correct no matter how if multiple packets of the same type are disordered, delayed or both
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2011-05-19 02:34:14 +02:00 |
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zicodxx
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ecdeed6228
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Solved possible issue when setting new Bounty_target via host messing up scores or new target itself - only set if player decided why to unset Bounty_target, keeping code flow and game logic in order; Fixed two compiler warnings regarding set but unused variables
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2011-05-15 11:59:12 +02:00 |
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zicodxx
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aa520e662a
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Send player position also when multi_send_player_explode() is called so powerups drop at the right spot in case the respawn packet arrives first
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2011-05-13 22:21:13 +02:00 |
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zicodxx
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040407cf02
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Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL; Do not let player join game when gamemode is HOARD or TEAM HOARD and hoard.ham is not available
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2011-05-04 12:05:59 +02:00 |
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zicodxx
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3705012d32
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Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new level
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2011-04-20 01:47:15 +02:00 |
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