void CClientPlayerManager::DoPulse ( void ) { unsigned long ulCurrentTime = CClientTime::GetTime (); CClientPlayer * pPlayer = NULL; vector < CClientPlayer* > ::const_iterator iter = m_Players.begin (); for ( ; iter != m_Players.end (); ++iter ) { pPlayer = *iter; if ( !pPlayer->IsLocalPlayer () ) { // Pulse voice data if voice is enabled if ( g_pClientGame->GetVoiceRecorder()->IsEnabled() && pPlayer->GetVoice() ) pPlayer->GetVoice()->DoPulse(); // Flag him with connection error if its been too long since last puresync and force his position unsigned long ulLastPuresyncTime = pPlayer->GetLastPuresyncTime (); bool bHasConnectionTrouble = ( ulLastPuresyncTime != 0 && ulCurrentTime >= ulLastPuresyncTime + REMOTE_PLAYER_CONNECTION_TROUBLE_TIME ); if ( bHasConnectionTrouble && !g_pClientGame->IsDownloadingBigPacket () && !pPlayer->IsDeadOnNetwork () ) { pPlayer->SetHasConnectionTrouble ( true ); // Reset his controller so he doesn't get stuck shooting or something CControllerState State; memset ( &State, 0, sizeof ( CControllerState ) ); pPlayer->SetControllerState ( State ); // Grab his vehicle if any and force the position to where he was last sync CClientVehicle* pVehicle = pPlayer->GetOccupiedVehicle (); if ( pVehicle ) { // Is he driving the vehicle? if ( pPlayer->GetOccupiedVehicleSeat () == 0 ) { // Force his position to where he was last sync pVehicle->SetPosition ( pPlayer->GetLastPuresyncPosition () ); pVehicle->SetMoveSpeed ( CVector ( 0, 0, 0 ) ); pVehicle->SetTurnSpeed ( CVector ( 0, 0, 0 ) ); pPlayer->ResetInterpolation (); } } else { // Force his position to where he was last sync pPlayer->SetPosition ( pPlayer->GetLastPuresyncPosition () ); pPlayer->ResetInterpolation (); pPlayer->SetMoveSpeed ( CVector ( 0, 0, 0 ) ); pPlayer->ResetInterpolation (); } } else { pPlayer->SetHasConnectionTrouble ( false ); } } } }
bool CClientProjectileManager::Hook_ProjectileAllow ( CEntity * pGameCreator, eWeaponType weaponType, CVector * origin, float fForce, CVector * target, CEntity * targetEntity ) { // Called before projectile creation, we need to decide to allow or cancel it here // Is this a local projectile? CClientPlayer * pLocalPlayer = m_pManager->GetPlayerManager ()->GetLocalPlayer (); // Store the creator/local variables for the next stage m_pCreator = m_pManager->FindEntity ( pGameCreator, true ); m_bIsLocal = ( m_pCreator == pLocalPlayer || ( pLocalPlayer->GetOccupiedVehicleSeat () == 0 && m_pCreator == pLocalPlayer->GetOccupiedVehicle () ) ); return ( m_bCreating || m_bIsLocal ); }