mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-08 07:28:22 -10:00
* Object Update Refactor
1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
5. Better handles out of order packets (but can still use their information if recent enough!)
6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.
* Fix edge case crash and Incorporate feedback
* Clean Up Interpolate Angles Quick
* Restrain the client
* How was this still here???
* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define
* Fix Way to Store Return Values
* Ok travis, we get it
* Ok travis.........
954 lines
29 KiB
C++
954 lines
29 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "network/multi_respawn.h"
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#include "network/multi.h"
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#include "object/object.h"
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#include "globalincs/linklist.h"
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#include "network/multimsgs.h"
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#include "network/multiutil.h"
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#include "missionui/missionweaponchoice.h"
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#include "gamesequence/gamesequence.h"
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#include "hud/hudconfig.h"
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#include "hud/hudobserver.h"
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#include "hud/hudmessage.h"
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#include "network/multi_observer.h"
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#include "network/multi_team.h"
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#include "hud/hudwingmanstatus.h"
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#include "mission/missionparse.h"
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#include "ship/ship.h"
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#include "playerman/player.h"
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#include "missionui/missionscreencommon.h"
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#include "network/multiteamselect.h"
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#include "io/timer.h"
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#include "iff_defs/iff_defs.h"
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// ---------------------------------------------------------------------------------------
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// MULTI RESPAWN DEFINES/VARS
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//
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// respawn notice codes
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#define RESPAWN_BROADCAST 0x1 // server to clients - create this ship, and if you're the respawner, set it to be your object
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#define RESPAWN_REQUEST 0x2 // client to server requesting a respawn (observer or normal)
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#define AI_RESPAWN_NOTICE 0x3 // respawn an AI ship
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// struct used to store AI objects which should get respawned
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#define MAX_AI_RESPAWNS MAX_PLAYERS
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#define AI_RESPAWN_TIME (7000) // should respawn 2.0 seconds after they die
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typedef struct ai_respawn
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{
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p_object *pobjp; // parse object
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int timestamp; // timestamp when this object should get respawned
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} ai_respawn;
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ai_respawn Ai_respawns[MAX_AI_RESPAWNS]; // this is way too many, but I don't care
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// respawn point
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typedef struct respawn_point {
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char ship_name[NAME_LENGTH+1]; // for priority respawns
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vec3d pos; // respawn location (non-priority respawns)
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int team; // team it belongs to
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} respawn_point;
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// respawn points
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#define MAX_MULTI_RESPAWN_POINTS MAX_PLAYERS
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respawn_point Multi_respawn_points[MAX_MULTI_RESPAWN_POINTS];
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int Multi_respawn_point_count = 0;
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int Multi_next_respawn_point = 0;
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// priority ships for respawning
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#define MAX_PRIORITY_POINTS 10
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respawn_point Multi_respawn_priority_ships[MAX_PRIORITY_POINTS];
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int Multi_respawn_priority_count = 0;
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// ---------------------------------------------------------------------------------------
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// MULTI RESPAWN FORWARD DECLARATIONS
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//
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// respawn the passed player with the passed ship object and weapon link settings
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void multi_respawn_player(net_player *pl, char cur_primary_bank, char cur_secondary_bank, ubyte cur_link_status, ushort ship_ets, ushort net_sign, char *parse_name, vec3d *pos = NULL);
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// respawn an AI ship
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void multi_respawn_ai(p_object *pobjp);
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// respawn myself as an observer
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void multi_respawn_as_observer();
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// send a request to the server saying I want to respawn (as an observer or not)
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void multi_respawn_send_request(int as_observer);
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// send a request to respawn an AI ship
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void multi_respawn_send_ai_respawn(ushort net_signature);
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// send a broadcast pack indicating a player has respawned
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void multi_respawn_broadcast(net_player *player);
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// <server> make the given player an observer
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void multi_respawn_make_observer(net_player *pl);
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// place a newly respawned object intelligently
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void multi_respawn_place(object *new_obj, int team);
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// respawn the server immediately
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void multi_respawn_server();
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void prevent_spawning_collision(object *new_obj);
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// ---------------------------------------------------------------------------------------
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// MULTI RESPAWN FUNCTIONS
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//
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// check to see if a net player needs to be respawned
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void multi_respawn_check(object *objp)
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{
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int player_index;
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net_player *pl = NULL;
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p_object *pobjp;
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// get the parse object since we are storing all data for the respawns in the parse object
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pobjp = mission_parse_get_arrival_ship( objp->net_signature );
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// the server should check against all players
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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player_index = multi_find_player_by_object(objp);
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if(player_index != -1){
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pl = &Net_players[player_index];
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}
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}
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// clients should just check against themselves
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else if(objp == Player_obj){
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pl = Net_player;
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}
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// if this ship isn't a player ship, then maybe it is an AI ship which should get respawed. Only respawn
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// on the server, then send message to respawn on client.
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if( pl == NULL ) {
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// try and find the parse object with this net signature. If we found it, and it's a player start
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// position, respawn it.
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if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
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if ( !pobjp ){
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return;
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}
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// if we need to respawn this ai ship, add him to a list of ships to get respawned
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if ( (pobjp->flags[Mission::Parse_Object_Flags::OF_Player_start]) && (pobjp->respawn_count < Netgame.respawn) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT) ){
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int i;
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for (i = 0; i < MAX_AI_RESPAWNS; i++ ) {
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if ( Ai_respawns[i].pobjp == NULL ) {
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Ai_respawns[i].pobjp = pobjp;
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Ai_respawns[i].timestamp = timestamp(AI_RESPAWN_TIME);
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break;
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}
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}
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Assert( i < MAX_AI_RESPAWNS );
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}
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}
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return;
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} else {
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// reset his datarate timestamp
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extern int OO_gran;
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pl->s_info.rate_stamp = timestamp( (int)(1000.0f / (float)OO_gran) );
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}
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Assert( pl != NULL );
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Assert( pobjp ); // we have a player, and we should have a record of it.
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// mark the player as in the state of respawning
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if( (pobjp->respawn_count < Netgame.respawn) || (Netgame.type_flags & NG_TYPE_DOGFIGHT) ){
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pl->flags |= NETINFO_FLAG_RESPAWNING;
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}
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// otherwise mark the player as being in limbo
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else {
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pl->flags |= NETINFO_FLAG_LIMBO;
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}
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}
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// notify of a player leaving
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void multi_respawn_player_leave(net_player *pl)
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{
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// bogus
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if(pl == NULL){
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return;
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}
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if( MULTI_OBSERVER((*pl)) ){
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return;
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}
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if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
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return;
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}
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if(pl->p_info.p_objp == NULL){
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return;
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}
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// dogfight mode
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if(MULTI_DOGFIGHT){
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return;
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}
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// if we need to respawn this ai ship, add him to a list of ships to get respawned
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p_object *pobjp = pl->p_info.p_objp;
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if ( (pobjp->flags[Mission::Parse_Object_Flags::OF_Player_start]) && (pobjp->respawn_count < Netgame.respawn) ){
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int i;
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for (i = 0; i < MAX_AI_RESPAWNS; i++ ) {
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if ( Ai_respawns[i].pobjp == NULL ) {
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Ai_respawns[i].pobjp = pobjp;
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Ai_respawns[i].timestamp = timestamp(AI_RESPAWN_TIME);
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break;
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}
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}
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}
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}
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// respawn normally
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void multi_respawn_normal()
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{
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// make sure we should be respawning and _not_ as an observer
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Assert((Net_player->flags & NETINFO_FLAG_RESPAWNING));
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Assert(!(Net_player->flags & NETINFO_FLAG_LIMBO));
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// server respawns immediately
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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multi_respawn_server();
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} else {
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// client sends a respawn request (multiple ones are ok if he clicks over and over)
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multi_respawn_send_request(0);
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}
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}
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// respawn as an observer
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void multi_respawn_observer()
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{
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// make sure we should be respawning as an observer
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Assert(!(Net_player->flags & NETINFO_FLAG_RESPAWNING) && (Net_player->flags & NETINFO_FLAG_LIMBO));
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// respawn as an observer
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multi_respawn_as_observer();
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// clients should notify the server that they are doing so
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if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
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multi_respawn_send_request(1);
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}
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// jump back into the game right away
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gameseq_post_event(GS_EVENT_ENTER_GAME);
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}
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// server should check to see if any respawned players have run out of their invulnerability
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void multi_respawn_handle_invul_players()
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{
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int idx;
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object *objp;
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].flags[Object::Object_Flags::Invulnerable])){
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// make him normal (_non_ invulnerable) on either of 2 conditions :
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// 1.) More than 5 seconds have passed
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// 2.) He's fired either a primary or a secondary weapon
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if( ((Net_players[idx].s_info.invul_timestamp != -1) && (timestamp_elapsed(Net_players[idx].s_info.invul_timestamp))) ||
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((Net_players[idx].m_player->ci.fire_primary_count > 0) || (Net_players[idx].m_player->ci.fire_secondary_count > 0)) ) {
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objp = &Objects[Net_players[idx].m_player->objnum];
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obj_set_flags(objp, objp->flags - Object::Object_Flags::Invulnerable);
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}
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}
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}
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}
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// build a list of respawn points for the mission
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void multi_respawn_build_points()
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{
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ship_obj *moveup;
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respawn_point *r;
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// respawn points
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Multi_respawn_point_count = 0;
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Multi_next_respawn_point = 0;
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moveup = GET_FIRST(&Ship_obj_list);
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while(moveup != END_OF_LIST(&Ship_obj_list)){
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// player ships
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if(Objects[moveup->objnum].flags[Object::Object_Flags::Player_ship] || Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player]){
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r = &Multi_respawn_points[Multi_respawn_point_count++];
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r->pos = Objects[moveup->objnum].pos;
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r->team = Ships[Objects[moveup->objnum].instance].team;
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}
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moveup = GET_NEXT(moveup);
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}
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// priority respawn points
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Multi_respawn_priority_count = 0;
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moveup = GET_FIRST(&Ship_obj_list);
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while(moveup != END_OF_LIST(&Ship_obj_list)){
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// stuff info
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if((Ships[Objects[moveup->objnum].instance].respawn_priority > 0) && (Multi_respawn_priority_count < MAX_PRIORITY_POINTS)){
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r = &Multi_respawn_priority_ships[Multi_respawn_priority_count++];
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strcpy_s(r->ship_name, Ships[Objects[moveup->objnum].instance].ship_name);
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r->team = Ships[Objects[moveup->objnum].instance].team;
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}
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moveup = GET_NEXT(moveup);
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}
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}
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// ---------------------------------------------------------------------------------------
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// MULTI RESPAWN FORWARD DECLARATIONS
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//
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void multi_respawn_wing_stuff(ship *shipp)
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{
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wing *wingp;
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// deal with re-adding this ship to it's wing
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Assert( shipp->wingnum != -1 );
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wingp = &Wings[shipp->wingnum];
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wingp->ship_index[wingp->current_count] = SHIP_INDEX(shipp);
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wingp->current_count++;
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hud_set_wingman_status_alive(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
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}
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int multi_respawn_common_stuff(p_object *pobjp)
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{
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int objnum, team, slot_index;
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object *objp;
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ship *shipp;
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// create the object
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objnum = parse_create_object(pobjp);
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Assert(objnum != -1);
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objp = &Objects[objnum];
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// get the team and slot
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shipp = &Ships[objp->instance];
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multi_ts_get_team_and_slot(shipp->ship_name, &team, &slot_index);
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Assert( team != -1 );
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Assert( slot_index != -1 );
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// change the ship type and the weapons
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if (team != -1 && slot_index != -1) {
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change_ship_type(objp->instance, Wss_slots_teams[team][slot_index].ship_class);
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wl_bash_ship_weapons(&shipp->weapons,&Wss_slots_teams[team][slot_index]);
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}
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multi_respawn_wing_stuff( shipp );
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if(Netgame.type_flags & NG_TYPE_TEAM){
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multi_team_mark_ship(&Ships[Objects[objnum].instance]);
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}
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// need to make sure that we will update this object and that the frame tracker knows this is a valid ship again.
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multi_oo_respawn_reset_info(objp->net_signature);
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pobjp->respawn_count++;
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return objnum;
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}
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// respawn the passed player with the passed ship object and weapon link settings
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void multi_respawn_player(net_player *pl, char cur_primary_bank, char cur_secondary_bank, ubyte cur_link_status, ushort ship_ets, ushort net_sig, char *parse_name, vec3d *pos)
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{
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int objnum;
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object *objp;
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ship *shipp;
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p_object *pobjp;
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// try and find the parse object
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pobjp = mission_parse_get_arrival_ship(parse_name);
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Assert(pobjp != NULL);
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if(pobjp == NULL){
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return;
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}
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objnum = multi_respawn_common_stuff(pobjp);
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Assert( objnum != -1 );
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objp = &Objects[objnum];
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shipp = &Ships[objp->instance];
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// this is a player, so mark him as a player,
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objp->flags.set(Object::Object_Flags::Player_ship);
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objp->flags.remove(Object::Object_Flags::Could_be_player);
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// server should mark this player as invulerable for a short time
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if ( MULTIPLAYER_MASTER ) {
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objp->flags.set(Object::Object_Flags::Invulnerable);
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pl->s_info.invul_timestamp = timestamp(RESPAWN_INVUL_TIMESTAMP);
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multi_respawn_place( objp, shipp->team );
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}
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// reset his datarate timestamp
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extern int OO_gran;
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pl->s_info.rate_stamp = timestamp( (int)(1000.0f / (float)OO_gran) );
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// set some player information
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pl->m_player->objnum = objnum;
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if ( pl == Net_player ) {
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object *oldplr = Player_obj;
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// Cyborg17 - Despite the fact that the object and ship are getting deleted below, unless the net_signature is cleared here
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// respawning in a rollback enabled game will crash the server.
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oldplr->net_signature = 0;
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Player_obj = objp;
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Player_ship = shipp;
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Player_ai = &Ai_info[Player_ship->ai_index];
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// this is a hack to ensure that old (dead) player ships are destroyed, since at this point he's actually an OBJ_GHOST
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oldplr->flags.set(Object::Object_Flags::Should_be_dead);
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obj_delete(OBJ_INDEX(oldplr));
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// get rid of the annoying HUD dead message text.
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HUD_init_fixed_text();
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}
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// clients bash net signature
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if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
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objp->net_signature = net_sig;
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}
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// restore the correct weapon bank selections
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shipp->weapons.current_primary_bank = (int)cur_primary_bank;
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shipp->weapons.current_secondary_bank = (int)cur_secondary_bank;
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if(cur_link_status & (1<<0)){
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shipp->flags.set(Ship::Ship_Flags::Primary_linked);
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} else {
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shipp->flags.remove(Ship::Ship_Flags::Primary_linked);
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}
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if(cur_link_status & (1<<1)){
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shipp->flags.set(Ship::Ship_Flags::Secondary_dual_fire);
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}
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else {
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shipp->flags.remove(Ship::Ship_Flags::Secondary_dual_fire);
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}
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Assert( ship_ets != 0 ); // find dave or allender
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// restore the correct ets settings
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shipp->shield_recharge_index = ((ship_ets & 0x0f00) >> 8);
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// weapon ets
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shipp->weapon_recharge_index = ((ship_ets & 0x00f0) >> 4);
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// engine ets
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shipp->engine_recharge_index = (ship_ets & 0x000f);
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// give the current bank a half-second timestamp so that we don't fire immediately unpon respawn
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shipp->weapons.next_secondary_fire_stamp[shipp->weapons.current_secondary_bank] = timestamp(500);
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// if this is a dogfight mission, make him TEAM_TRAITOR
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if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
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shipp->team = Iff_traitor;
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}
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// maybe bash ship position
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if(pos != NULL){
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objp->pos = *pos;
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|
}
|
|
|
|
// unset his respawning flag
|
|
pl->flags &= ~(NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_LIMBO);
|
|
|
|
// blast his control and button info clear
|
|
memset(&pl->m_player->bi, 0, sizeof(pl->m_player->bi));
|
|
memset(&pl->m_player->ci, 0, sizeof(pl->m_player->ci));
|
|
|
|
// set throttle based on initial velocity specified in mission (the vel gets calculated
|
|
// like a percentage of our max speed, so we can just use it as-is for the throttle)
|
|
pl->m_player->ci.forward_cruise_percent = (float)pobjp->initial_velocity;
|
|
CLAMP(pl->m_player->ci.forward_cruise_percent, 0.0f, 100.0f);
|
|
|
|
// if this is me, clear accum button info
|
|
if(pl == Net_player){
|
|
// clear multiplayer button info
|
|
extern button_info Multi_ship_status_bi;
|
|
memset(&Multi_ship_status_bi, 0, sizeof(button_info));
|
|
}
|
|
|
|
// notify other players of the respawn
|
|
if ( MULTIPLAYER_MASTER ){
|
|
multi_respawn_broadcast(pl);
|
|
}
|
|
}
|
|
|
|
// respawns an AI ship.
|
|
void multi_respawn_ai( p_object *pobjp )
|
|
{
|
|
int objnum;
|
|
object *objp;
|
|
|
|
// create the object and change the ship type
|
|
objnum = multi_respawn_common_stuff( pobjp);
|
|
objp = &Objects[objnum];
|
|
|
|
// be sure the the OF_PLAYER_SHIP flag is unset, and the could be player flag is set
|
|
obj_set_flags(objp, objp->flags + Object::Object_Flags::Could_be_player);
|
|
objp->flags.remove(Object::Object_Flags::Player_ship);
|
|
}
|
|
|
|
// <server> make the given player an observer
|
|
void multi_respawn_make_observer(net_player *pl)
|
|
{
|
|
pl->flags |= (NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
|
|
pl->flags &= ~(NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_LIMBO);
|
|
|
|
// MWA 6/3/98 -- don't set to high -- let it default to whatever player chose
|
|
//pl->p_info.options.obj_update_level = OBJ_UPDATE_HIGH;
|
|
pl->last_heard_time = timer_get_fixed_seconds();
|
|
|
|
// reset the ping time for this player
|
|
multi_ping_reset(&pl->s_info.ping);
|
|
|
|
// timestamp his last_full_update_time
|
|
pl->s_info.last_full_update_time = timestamp(0);
|
|
|
|
// create an observer object for him
|
|
multi_obs_create_observer(pl);
|
|
}
|
|
|
|
// respawn myself as an observer
|
|
void multi_respawn_as_observer()
|
|
{
|
|
// configure the hud to be in "observer" mode
|
|
hud_config_as_observer(Player_ship,Player_ai);
|
|
|
|
// blow away my old player object
|
|
Player_obj->flags.set(Object::Object_Flags::Should_be_dead);
|
|
obj_delete(OBJ_INDEX(Player_obj));
|
|
|
|
// create a new shiny observer object for me
|
|
multi_obs_create_observer(Net_player);
|
|
|
|
// set my object to be the observer object
|
|
Player_obj = &Objects[Net_player->m_player->objnum];
|
|
Player_ship = &Hud_obs_ship;
|
|
Player_ai = &Hud_obs_ai;
|
|
|
|
// set some flags for myself
|
|
Net_player->flags |= NETINFO_FLAG_OBSERVER;
|
|
Net_player->flags |= NETINFO_FLAG_OBS_PLAYER;
|
|
Net_player->flags &= ~(NETINFO_FLAG_LIMBO);
|
|
|
|
// clear my auto-match speed flag
|
|
Net_player->m_player->flags &= ~(PLAYER_FLAGS_AUTO_MATCH_SPEED | PLAYER_FLAGS_MATCH_TARGET);
|
|
|
|
// reset the control info structure
|
|
memset(&Player->ci,0,sizeof(control_info));
|
|
}
|
|
|
|
// send a request to respawn an AI object
|
|
void multi_respawn_send_ai_respawn( ushort net_signature )
|
|
{
|
|
ubyte data[50],val;
|
|
int packet_size = 0;
|
|
|
|
// build the header and add the opcode
|
|
BUILD_HEADER(RESPAWN_NOTICE);
|
|
val = AI_RESPAWN_NOTICE;
|
|
ADD_DATA(val);
|
|
ADD_USHORT( net_signature );
|
|
|
|
// broadcast the packet to all players
|
|
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
|
|
multi_io_send_to_all_reliable(data, packet_size);
|
|
}
|
|
|
|
// send a request to the server saying I want to respawn (as an observer or not)
|
|
void multi_respawn_send_request(int as_observer)
|
|
{
|
|
ubyte data[10],val;
|
|
int packet_size = 0;
|
|
|
|
// build the header and add the opcode
|
|
BUILD_HEADER(RESPAWN_NOTICE);
|
|
val = RESPAWN_REQUEST;
|
|
ADD_DATA(val);
|
|
|
|
// add a byte indicating whether or not we want to respawn as an observer
|
|
val = (ubyte)as_observer;
|
|
ADD_DATA(val);
|
|
|
|
// send the request to the server
|
|
multi_io_send_reliable(Net_player, data, packet_size);
|
|
}
|
|
|
|
// send a broadcast pack indicating a player has respawned
|
|
void multi_respawn_broadcast(net_player *np)
|
|
{
|
|
ubyte data[50],val;
|
|
int packet_size = 0;
|
|
ushort signature;
|
|
vec3d pos;
|
|
|
|
// broadcast the packet to all players
|
|
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
|
|
|
|
signature = Objects[np->m_player->objnum].net_signature;
|
|
pos = Objects[np->m_player->objnum].pos;
|
|
|
|
// build the header and add the opcode
|
|
BUILD_HEADER(RESPAWN_NOTICE);
|
|
val = RESPAWN_BROADCAST;
|
|
ADD_DATA(val);
|
|
|
|
// add the data for the respawn
|
|
ADD_USHORT(signature);
|
|
ADD_VECTOR(pos);
|
|
ADD_SHORT(np->player_id);
|
|
ADD_DATA(np->s_info.cur_primary_bank);
|
|
ADD_DATA(np->s_info.cur_secondary_bank);
|
|
ADD_DATA(np->s_info.cur_link_status);
|
|
ADD_USHORT(np->s_info.ship_ets);
|
|
ADD_STRING(np->p_info.p_objp->name);
|
|
|
|
Assert( np->s_info.ship_ets != 0 ); // find dave or allender
|
|
|
|
multi_io_send_to_all_reliable(data, packet_size);
|
|
}
|
|
|
|
// process an incoming respawn info packet
|
|
void multi_respawn_process_packet(ubyte *data, header *hinfo)
|
|
{
|
|
ubyte code,cur_link_status;
|
|
char cur_primary_bank,cur_secondary_bank;
|
|
ushort net_sig,ship_ets;
|
|
short player_id;
|
|
int player_index;
|
|
vec3d v;
|
|
char parse_name[1024] = "";
|
|
int offset = HEADER_LENGTH;
|
|
|
|
// determine who send the packet
|
|
player_index = find_player_id(hinfo->id);
|
|
if(player_index == -1){
|
|
nprintf(("Network","Couldn't find player for processing respawn packet!\n"));
|
|
}
|
|
|
|
// get the opcode
|
|
GET_DATA(code);
|
|
|
|
// do something based upon the opcode
|
|
switch((int)code){
|
|
|
|
case AI_RESPAWN_NOTICE:
|
|
p_object *pobjp;
|
|
|
|
GET_USHORT( net_sig );
|
|
pobjp = mission_parse_get_arrival_ship( net_sig );
|
|
Assert( pobjp != NULL );
|
|
multi_respawn_ai( pobjp );
|
|
break;
|
|
|
|
case RESPAWN_BROADCAST:
|
|
// get the respawn data
|
|
GET_USHORT(net_sig);
|
|
GET_VECTOR(v);
|
|
GET_SHORT(player_id);
|
|
GET_DATA(cur_primary_bank);
|
|
GET_DATA(cur_secondary_bank);
|
|
GET_DATA(cur_link_status);
|
|
GET_USHORT(ship_ets);
|
|
GET_STRING(parse_name);
|
|
player_index = find_player_id(player_id);
|
|
if(player_index == -1){
|
|
nprintf(("Network","Couldn't find player to respawn!\n"));
|
|
break;
|
|
}
|
|
|
|
// create the ship and assign its position, net_signature, and class
|
|
// respawn the player
|
|
multi_respawn_player(&Net_players[player_index], cur_primary_bank, cur_secondary_bank, cur_link_status, ship_ets, net_sig, parse_name, &v);
|
|
|
|
// if this is for me, I should jump back into gameplay
|
|
if(&Net_players[player_index] == Net_player){
|
|
gameseq_post_event(GS_EVENT_ENTER_GAME);
|
|
}
|
|
break;
|
|
|
|
case RESPAWN_REQUEST:
|
|
// determine whether he wants to respawn as an observer or not
|
|
GET_DATA(code);
|
|
|
|
if(player_index == -1){
|
|
nprintf(("Network","Received respawn request from unknown player!\n"));
|
|
break;
|
|
}
|
|
nprintf(("Network","Received respawn request for player %s\n", Net_players[player_index].m_player->callsign));
|
|
|
|
// make sure he's not making an invalid request
|
|
if((code == 0) && !(Net_players[player_index].flags & NETINFO_FLAG_RESPAWNING)){
|
|
nprintf(("Network","This player shouldn't be respawning!\n"));
|
|
Int3();
|
|
break;
|
|
} else if((code == 1) && !(Net_players[player_index].flags & NETINFO_FLAG_LIMBO)){
|
|
nprintf(("Network","This is a respawn observer request from a player who shouldn't be respawning as an observer!\n"));
|
|
Int3();
|
|
break;
|
|
}
|
|
|
|
// otherwise perform the operation
|
|
// respawn the guy as an observer
|
|
if(code){
|
|
multi_respawn_make_observer(&Net_players[player_index]);
|
|
}
|
|
// respawn him as normal
|
|
else {
|
|
// create his new ship, and change him from respawning to respawned
|
|
Assert(Net_players[player_index].p_info.p_objp != NULL);
|
|
if(Net_players[player_index].p_info.p_objp != NULL){
|
|
multi_respawn_player(&Net_players[player_index], Net_players[player_index].s_info.cur_primary_bank, Net_players[player_index].s_info.cur_secondary_bank,Net_players[player_index].s_info.cur_link_status, Net_players[player_index].s_info.ship_ets, 0, Net_players[player_index].p_info.p_objp->name);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
PACKET_SET_SIZE();
|
|
}
|
|
|
|
// respawn the server immediately
|
|
void multi_respawn_server()
|
|
{
|
|
Assert(Net_player->flags & NETINFO_FLAG_AM_MASTER);
|
|
|
|
// respawn me
|
|
multi_respawn_player(Net_player, Net_player->s_info.cur_primary_bank, Net_player->s_info.cur_secondary_bank, Net_player->s_info.cur_link_status, Net_player->s_info.ship_ets, Net_player->p_info.p_objp->net_signature, Net_player->p_info.p_objp->name);
|
|
|
|
// jump back into the game
|
|
gameseq_post_event(GS_EVENT_ENTER_GAME);
|
|
}
|
|
|
|
// level init for respawn stuff
|
|
void multi_respawn_init()
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_AI_RESPAWNS; i++ ) {
|
|
Ai_respawns[i].pobjp = NULL;
|
|
Ai_respawns[i].timestamp = timestamp(-1);
|
|
}
|
|
}
|
|
|
|
// function to detect whether or not we have AI ships to respawn this frame
|
|
void multi_respawn_check_ai()
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_AI_RESPAWNS; i++ ) {
|
|
if ( Ai_respawns[i].pobjp != NULL ) {
|
|
if ( timestamp_elapsed(Ai_respawns[i].timestamp) ) {
|
|
|
|
// be sure that ship is actually gone before respawning it.
|
|
if ( ship_name_lookup(Ai_respawns[i].pobjp->name) != -1 ) {
|
|
Ai_respawns[i].timestamp = timestamp(1000);
|
|
} else {
|
|
multi_respawn_ai( Ai_respawns[i].pobjp );
|
|
multi_respawn_send_ai_respawn( Ai_respawns[i].pobjp->net_signature );
|
|
Ai_respawns[i].pobjp = NULL;
|
|
Ai_respawns[i].timestamp = timestamp(-1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// this is a completely off the cuff way of doing things. Feel free to find a better way.
|
|
// Currently :
|
|
// 1. Take the average vector position of all the ships in the game
|
|
// 2. Check to make sure we aren't within the radius of any of the ships in the game
|
|
// a.) If we are, move away along the vector between the two ships (by the radius of the ship it collided with)
|
|
// b.) repeat step 2
|
|
|
|
void multi_respawn_place(object *new_obj, int team)
|
|
{
|
|
ship *pri = NULL;
|
|
object *pri_obj = NULL;
|
|
int idx, lookup;
|
|
|
|
// first determine if there are any appropriate priority ships to use
|
|
pri = NULL;
|
|
pri_obj = NULL;
|
|
for(idx=0; idx<Multi_respawn_priority_count; idx++){
|
|
// all relevant ships
|
|
if((Multi_respawn_priority_ships[idx].team == team) || !(Netgame.type_flags & NG_TYPE_TEAM)){
|
|
|
|
lookup = ship_name_lookup(Multi_respawn_priority_ships[idx].ship_name);
|
|
if( (lookup >= 0) && ((pri == NULL) || (Ships[lookup].respawn_priority > pri->respawn_priority)) && (Ships[lookup].objnum >= 0) && (Ships[lookup].objnum < MAX_OBJECTS)){
|
|
pri = &Ships[lookup];
|
|
pri_obj = &Objects[Ships[lookup].objnum];
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we have a relevant respawn ship
|
|
if((pri != NULL) && (pri_obj != NULL)){
|
|
// pick a point just outside his bounding box
|
|
polymodel *pm = model_get(Ship_info[pri->ship_info_index].model_num);
|
|
|
|
// hmm, ugly. Pick a point 2000 meters to the y direction
|
|
if(pm == NULL){
|
|
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.rvec, 2000.0f);
|
|
} else {
|
|
// pick a random direction
|
|
int d = (int)frand_range(0.0f, 5.9f);
|
|
switch(d){
|
|
case 0:
|
|
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.rvec, (pm->maxs.xyz.x - pm->mins.xyz.x));
|
|
break;
|
|
|
|
case 1:
|
|
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.rvec, -(pm->maxs.xyz.x - pm->mins.xyz.x));
|
|
break;
|
|
|
|
case 2:
|
|
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.uvec, (pm->maxs.xyz.y - pm->mins.xyz.y));
|
|
break;
|
|
|
|
case 3:
|
|
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.uvec, -(pm->maxs.xyz.y - pm->mins.xyz.y));
|
|
break;
|
|
|
|
case 4:
|
|
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.fvec, (pm->maxs.xyz.z - pm->mins.xyz.z));
|
|
break;
|
|
|
|
case 5:
|
|
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.fvec, -(pm->maxs.xyz.z - pm->mins.xyz.z));
|
|
break;
|
|
|
|
default:
|
|
vm_vec_scale_add(&new_obj->pos, &pri_obj->pos, &pri_obj->orient.vec.uvec, -(pm->maxs.xyz.y - pm->mins.xyz.y));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// otherwise, resort to plain respawn points
|
|
else {
|
|
Assert(Multi_respawn_point_count > 0);
|
|
|
|
// get the next appropriate respawn point by team
|
|
lookup = 0;
|
|
int count = 0;
|
|
while(!lookup && (count < 13)){
|
|
if((team == Iff_traitor) || (team == Multi_respawn_points[Multi_next_respawn_point].team)){
|
|
lookup = 1;
|
|
}
|
|
|
|
// next item
|
|
if(!lookup){
|
|
if(Multi_next_respawn_point >= (Multi_respawn_point_count-1)){
|
|
Multi_next_respawn_point = 0;
|
|
} else {
|
|
Multi_next_respawn_point++;
|
|
}
|
|
}
|
|
|
|
count++;
|
|
}
|
|
|
|
// set respawn info
|
|
new_obj->pos = Multi_respawn_points[Multi_next_respawn_point].pos;
|
|
}
|
|
|
|
// now make sure we're not colliding with anyone
|
|
prevent_spawning_collision(new_obj);
|
|
}
|
|
|
|
|
|
/*
|
|
#define MOVE_AWAY() { vec3d away; vm_vec_sub(&away,&new_obj->pos,&hit_check->pos); \
|
|
vm_vec_normalize_quick(&away); vm_vec_scale(&away,hit_check->radius+hit_check->radius); \
|
|
vm_vec_add2(&new_obj->pos,&away); }
|
|
|
|
#define WITHIN_RADIUS() { float dist; dist=vm_vec_dist(&new_obj->pos,&hit_check->pos); \
|
|
if(dist <= hit_check->radius) collided = 1; }
|
|
*/
|
|
|
|
#define WITHIN_BBOX() do { \
|
|
if (pm != NULL) { \
|
|
float scale = 2.0f; \
|
|
collided = 0; \
|
|
vec3d temp = new_obj->pos; \
|
|
vec3d gpos; \
|
|
vm_vec_sub2(&temp, &hit_check->pos); \
|
|
vm_vec_rotate(&gpos, &temp, &hit_check->orient); \
|
|
if((gpos.xyz.x >= pm->mins.xyz.x * scale) && (gpos.xyz.y >= pm->mins.xyz.y * scale) && (gpos.xyz.z >= pm->mins.xyz.z * scale) && (gpos.xyz.x <= pm->maxs.xyz.x * scale) && (gpos.xyz.y <= pm->maxs.xyz.y * scale) && (gpos.xyz.z <= pm->maxs.xyz.z * scale)) { \
|
|
collided = 1; \
|
|
} \
|
|
} \
|
|
} while(false)
|
|
|
|
#define MOVE_AWAY_BBOX() do { \
|
|
if (pm != NULL) { \
|
|
switch((int)frand_range(0.0f, 3.9f)){ \
|
|
case 0: \
|
|
new_obj->pos.xyz.x += 200.0f; \
|
|
break; \
|
|
case 1: \
|
|
new_obj->pos.xyz.x -= 200.0f; \
|
|
break; \
|
|
case 2: \
|
|
new_obj->pos.xyz.y += 200.0f; \
|
|
break; \
|
|
case 3: \
|
|
new_obj->pos.xyz.y -= 200.0f; \
|
|
break; \
|
|
default : \
|
|
new_obj->pos.xyz.z -= 200.0f; \
|
|
break; \
|
|
} \
|
|
} \
|
|
} while(false)
|
|
|
|
|
|
void prevent_spawning_collision(object *new_obj)
|
|
{
|
|
int collided;
|
|
ship_obj *moveup;
|
|
object *hit_check;
|
|
ship *s_check;
|
|
|
|
do {
|
|
collided = 0;
|
|
|
|
for (moveup = GET_FIRST(&Ship_obj_list); moveup != END_OF_LIST(&Ship_obj_list); moveup = GET_NEXT(moveup))
|
|
{
|
|
// don't check the new object itself!!
|
|
if (moveup->objnum == OBJ_INDEX(new_obj))
|
|
continue;
|
|
|
|
hit_check = &Objects[moveup->objnum];
|
|
|
|
Assert(hit_check->type == OBJ_SHIP);
|
|
Assert(hit_check->instance >= 0);
|
|
if ((hit_check->type != OBJ_SHIP) || (hit_check->instance < 0))
|
|
continue;
|
|
|
|
s_check = &Ships[hit_check->instance];
|
|
|
|
// just to make sure we don't get any strange magnitude errors
|
|
if (vm_vec_same(&hit_check->pos, &new_obj->pos))
|
|
new_obj->pos.xyz.x += 1.0f;
|
|
|
|
polymodel *pm = model_get(Ship_info[s_check->ship_info_index].model_num);
|
|
WITHIN_BBOX();
|
|
if (collided)
|
|
{
|
|
MOVE_AWAY_BBOX();
|
|
break;
|
|
}
|
|
}
|
|
} while (collided);
|
|
}
|