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Antiwarp in safezones

 
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Hakaku
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Joined: Apr 07 2006
Posts: 299
Location: Canada
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PostPosted: Wed Mar 11, 2009 9:54 pm    Post subject: Antiwarp in safezones Reply to topic Reply with quote

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?
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Hakaku
Server Help Squatter


Joined: Apr 07 2006
Posts: 299
Location: Canada
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PostPosted: Fri Mar 13, 2009 6:30 pm    Post subject: Reply to topic Reply with quote

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;
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Dr Brain
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PostPosted: Fri Mar 13, 2009 8:02 pm    Post subject: Reply to topic Reply with quote

The ordering in that case makes no difference.
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