Server Help

ASSS Questions - Antiwarp in safezones

Hakaku - Wed Mar 11, 2009 9:54 pm
Post subject: Antiwarp in safezones
Ok so here's another one-liner question, but I don't remember this happening in subgame (correct me if I'm wrong), but how would it be possible to disable antiwarp while in safeties? (without creating a no-anti region over every single safe) Or is there a setting for this that I missed out on?

Edit: Would adding the following to game.c (Pppk) work?
Code: Show/Hide
if (pos->status & STATUS_SAFEZONE)
    pos->status &= ~STATUS_ANTIWARP;
or
Code: Show/Hide
/* also turn off anti based on region */
if ((data->rgnnoanti) || (pos->status & STATUS_SAFEZONE))
    pos->status &= ~STATUS_ANTIWARP;

Or would it get ignored since the antiwarp position is sent before the safezone entry position?
Hakaku - Fri Mar 13, 2009 6:30 pm
Post subject:
Well I suppose I might as well answer my own question. I used the second solution and re-arranged the order of the safezone & anti part. I don't know if that makes much of a difference (if any at all), but w/e, it works.
Code: Show/Hide
      /* send safe zone enters to everyone, reliably */
      if ((pos->status & STATUS_SAFEZONE) &&
          !(p->position.status & STATUS_SAFEZONE))
      {
         sendtoall = TRUE;
         nflags = NET_RELIABLE;
      }

      /* send some percent of antiwarp positions to everyone */
      if ( pos->weapon.type == 0 &&
           (pos->status & STATUS_ANTIWARP) &&
           prng->Rand() < cfg_sendanti)
         sendtoall = TRUE;

Dr Brain - Fri Mar 13, 2009 8:02 pm
Post subject:
The ordering in that case makes no difference.
All times are -5 GMT
View topic
Powered by phpBB 2.0 .0.11 © 2001 phpBB Group