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Fix silent grenades when client doesn't think you can prime yet
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Sometimes it was possible to prime a grenade but not get any timers on the client, since the command would be sent to the server even though the client thinks the command is impossible. Example: If you immediately try to prime a gren as you spawn and your latency is high enough, then the client will think you're still dead and not start the timers, but by the time the command gets to the server it will think you're alive and prime it anyway

This fixes it so that if the client thinks you can't run a command, then the command is not sent to the server. Also updated all the shared commands with this fix so this might have some side-benefits to other things like cloaking.
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squeek502 committed Jul 1, 2019
1 parent 4cbae97 commit f0cd913
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Showing 4 changed files with 100 additions and 99 deletions.
157 changes: 79 additions & 78 deletions cl_dll/ff/c_ff_player.cpp
Expand Up @@ -296,24 +296,29 @@ void OnChangeToCTimerExpired( C_FFHintTimer *pHintTimer )
}

// --> Mirv: Toggle grenades (requested by defrag)
void CC_ToggleOne()
bool CC_ToggleOne()
{
if (!engine->IsConnected() || !engine->IsInGame())
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();

if (pLocalPlayer->m_iGrenadeState != 0)
{
CC_ThrowGren();
bool thrown = CC_ThrowGren();
if (!thrown)
return false;

pLocalPlayer->m_iUnthrownGrenCount = 0;
pLocalPlayer->m_bLastPrimed = false;

}
else
{
CC_PrimeOne();
bool primed = CC_PrimeOne();
if (!primed)
return false;

// Hint Code: Check for 2 consecutive unthrown grenades (player got blowed up!)
if (pLocalPlayer->m_bLastPrimed == true)
{
Expand All @@ -328,26 +333,32 @@ void CC_ToggleOne()
else
pLocalPlayer->m_bLastPrimed = true;
}
return true;
}

void CC_ToggleTwo()
bool CC_ToggleTwo()
{
if (!engine->IsConnected() || !engine->IsInGame())
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();

if (pLocalPlayer->m_iGrenadeState != 0)
{
CC_ThrowGren();
bool thrown = CC_ThrowGren();
if (!thrown)
return false;

pLocalPlayer->m_iUnthrownGrenCount = 0;
pLocalPlayer->m_bLastPrimed = false;

}
else
{
CC_PrimeTwo();
bool primed = CC_PrimeTwo();
if (!primed)
return false;

// Hint Code: Check for 2 consecutive unthrown grenades (player got blowed up!)
if (pLocalPlayer->m_bLastPrimed == true)
{
Expand All @@ -362,55 +373,56 @@ void CC_ToggleTwo()
else
pLocalPlayer->m_bLastPrimed = true;
}
return true;
}
// <-- Mirv: Toggle grenades (requested by defrag)

void CC_PrimeOne( void )
bool CC_PrimeOne( void )
{
if(!engine->IsConnected() || !engine->IsInGame())
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();

// Don't want timers going when frozen
if( pLocalPlayer->GetFlags() & FL_FROZEN )
return;
return false;

if( pLocalPlayer->IsStaticBuilding() )
return;
return false;

// Bug #0000176: Sniper gren2 shouldn't trigger timer.wav
// Bug #0000064: Civilian has primary & secondary grenade.
if(pLocalPlayer->m_iPrimary <= 0)
{
//DevMsg("[Grenades] You are out of primary grenades!\n");
return;
return false;
}

// Bug #0000169: Grenade timer is played when player is dead and primes a grenade
if (!pLocalPlayer->IsAlive() || pLocalPlayer->GetTeamNumber() < TEAM_BLUE)
return;
return false;

// Bug #0000170: Grenade timer plays on gren2 command if the player is already priming a gren1
// 0000818: Grenade timer not playing on second of double primes
if ((pLocalPlayer->m_iGrenadeState != FF_GREN_NONE) &&
(pLocalPlayer->m_flLastServerPrimeTime >= pLocalPlayer->m_flServerPrimeTime))
return;
return false;

// Bug #0001308: Holding +gren1 then pressing +gren2 produces a new timer, without priming the 2nd gren
if (pLocalPlayer->m_iGrenadeState == FF_GREN_PRIMETWO)
return;
return false;
// Bug #0000366: Spy's cloaking & grenade quirks
// Spy shouldn't be able to prime grenades when feigned
//if (pLocalPlayer->GetEffects() & EF_NODRAW)
if( pLocalPlayer->IsCloaked() )
return;
return false;

// Make sure we can't insta-prime on the client either
// This can be anything really so long as it's less than the real delay
// This should be okay up to about ~400ms for the moment
if (engine->Time() < pLocalPlayer->m_flPrimeTime + 0.4f)
return;
return false;

// 0000818: Grenade timer not playing on second of double primes
pLocalPlayer->m_flLastServerPrimeTime = pLocalPlayer->m_flServerPrimeTime;
Expand Down Expand Up @@ -453,54 +465,55 @@ void CC_PrimeOne( void )

// Tracks gren prime time to see if a player released the grenade right away (unprimed)
pLocalPlayer->m_flGrenPrimeTime = gpGlobals->curtime;
return true;
}

void CC_PrimeTwo( void )
bool CC_PrimeTwo( void )
{
if(!engine->IsConnected() || !engine->IsInGame())
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();

// Don't want timers going when frozen
if( pLocalPlayer->GetFlags() & FL_FROZEN )
return;
return false;

if( pLocalPlayer->IsStaticBuilding() )
return;
return false;

// Bug #0000176: Sniper gren2 shouldn't trigger timer.wav
// Bug #0000064: Civilian has primary & secondary grenade.
if(pLocalPlayer->m_iSecondary <= 0)
{
//DevMsg("[Grenades] You are out of secondary grenades!\n");
return;
return false;
}

// Bug #0000169: Grenade timer is played when player is dead and primes a grenade
if (!pLocalPlayer->IsAlive() || pLocalPlayer->GetTeamNumber() < TEAM_BLUE)
return;
return false;

// Bug #0000170: Grenade timer plays on gren2 command if the player is already priming a gren1
// 0000818: Grenade timer not playing on second of double primes
if ((pLocalPlayer->m_iGrenadeState != FF_GREN_NONE) &&
(pLocalPlayer->m_flLastServerPrimeTime >= pLocalPlayer->m_flServerPrimeTime))
return;
return false;

// Bug #0001308: Holding +gren1 then pressing +gren2 produces a new timer, without priming the 2nd gren
if (pLocalPlayer->m_iGrenadeState == FF_GREN_PRIMEONE)
return;
return false;
// Bug #0000366: Spy's cloaking & grenade quirks
// Spy shouldn't be able to prime grenades when feigned
//if (pLocalPlayer->GetEffects() & EF_NODRAW)
if( pLocalPlayer->IsCloaked() )
return;
return false;

// Make sure we can't insta-prime on the client either
// This can be anything really so long as it's less than the real delay
// This should be okay up to about ~400ms for the moment
if (engine->Time() < pLocalPlayer->m_flPrimeTime + 0.4f)
return;
return false;

// 0000818: Grenade timer not playing on second of double primes
pLocalPlayer->m_flLastServerPrimeTime = pLocalPlayer->m_flServerPrimeTime;
Expand Down Expand Up @@ -537,11 +550,12 @@ void CC_PrimeTwo( void )

// Tracks gren prime time to see if a player released the grenade right away (unprimed)
pLocalPlayer->m_flGrenPrimeTime = gpGlobals->curtime;
return true;
}
void CC_ThrowGren( void )
bool CC_ThrowGren( void )
{
if(!engine->IsConnected() || !engine->IsInGame())
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();
if(
Expand All @@ -550,7 +564,7 @@ void CC_ThrowGren( void )
((pLocalPlayer->m_iGrenadeState == FF_GREN_PRIMETWO) && (pLocalPlayer->m_iSecondary == 0))
)
{
return;
return false;
}

// Jiggles: Hint Code
Expand All @@ -570,125 +584,112 @@ void CC_ThrowGren( void )
// End hint code

pLocalPlayer->m_iGrenadeState = 0;
return true;
}
/* Jiggles: Doesn't seem to be used for anything
void CC_TestTimers( void )
{
//DevMsg("[L0ki] CC_TestTimers\n");
if(!engine->IsConnected() || !engine->IsInGame())
{
//DevMsg("[L0ki] \tNOT connected or NOT active!\n");
return;
}
C_FFTimer *pTimer = g_FFTimers.Create("ClientTimer0", 3.0f);
if(pTimer)
{
pTimer->SetExpiredCallback(OnTimerExpired, true);
pTimer->StartTimer();
}
}
ConCommand testtimers("cc_test_timers",CC_TestTimers,"Tests the basic timer classes.");
*/

void CC_SpyCloak( void )
bool CC_SpyCloak( void )
{
if( !engine->IsConnected() || !engine->IsInGame() )
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();
if( !pLocalPlayer )
return;
return false;

if( !pLocalPlayer->IsAlive() )
return;
return false;

if( pLocalPlayer->GetClassSlot() != CLASS_SPY )
return;
return false;

pLocalPlayer->Command_SpyCloak();
return true;
}

void CC_SpySilentCloak( void )
bool CC_SpySilentCloak( void )
{
if( !engine->IsConnected() || !engine->IsInGame() )
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();
if( !pLocalPlayer )
return;
return false;

if( !pLocalPlayer->IsAlive() )
return;
return false;

if( pLocalPlayer->GetClassSlot() != CLASS_SPY )
return;
return false;

pLocalPlayer->Command_SpySilentCloak();
return true;
}

void CC_SpySmartCloak( void )
bool CC_SpySmartCloak( void )
{
if( !engine->IsConnected() || !engine->IsInGame() )
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();
if( !pLocalPlayer )
return;
return false;

if( !pLocalPlayer->IsAlive() )
return;
return false;

if( pLocalPlayer->GetClassSlot() != CLASS_SPY )
return;
return false;

pLocalPlayer->Command_SpySmartCloak();
return true;
}

void CC_EngyMe( void )
bool CC_EngyMe( void )
{
if( !engine->IsConnected() || !engine->IsInGame() )
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();
if( !pLocalPlayer )
return;
return false;

if( !pLocalPlayer->IsAlive() )
return;
return false;

pLocalPlayer->Command_EngyMe();
return true;
}

void CC_SaveMe( void )
bool CC_SaveMe( void )
{
if( !engine->IsConnected() || !engine->IsInGame() )
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();
if( !pLocalPlayer )
return;
return false;

if( !pLocalPlayer->IsAlive() )
return;
return false;

pLocalPlayer->Command_SaveMe();
return true;
}

void CC_AmmoMe( void )
bool CC_AmmoMe( void )
{
if( !engine->IsConnected() || !engine->IsInGame() )
return;
return false;

C_FFPlayer *pLocalPlayer = C_FFPlayer::GetLocalFFPlayer();
if( !pLocalPlayer )
return;
return false;

if( !pLocalPlayer->IsAlive() )
return;
return false;

pLocalPlayer->Command_AmmoMe();
return true;
}

#define FF_PLAYER_MODEL "models/player/terror.mdl"
Expand Down

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