Various bugfixes by Tobias Kuehnhammer (#5270)

- A stupid bug where bots re-trigger jumppads if they fell onto it.
- A small "memset" bug concerning player animations.
- Reward sounds were never cleared and thus they are played on a map restart.
- Safer and more secure handling of disconnected clients and clients with 
  malformed or illegal info strings.
- first_gauntlet_hit.wav was not played (ops/ps) bug
- capturelimit not hit (from OAX)
This commit is contained in:
Thilo Schulz 2012-07-01 17:27:52 +00:00
parent 1af9c636a5
commit 56f16e10d6
11 changed files with 32 additions and 29 deletions

View file

@ -534,9 +534,9 @@ void CG_PredictPlayerState( void ) {
}
cg.thisFrameTeleport = qfalse;
} else {
vec3_t adjusted;
vec3_t adjusted, new_angles;
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted );
cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted, cg.predictedPlayerState.viewangles, new_angles);
if ( cg_showmiss.integer ) {
if (!VectorCompare( oldPlayerState.origin, adjusted )) {
@ -604,7 +604,7 @@ void CG_PredictPlayerState( void ) {
// adjust for the movement of the groundentity
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
cg.predictedPlayerState.groundEntityNum,
cg.physicsTime, cg.time, cg.predictedPlayerState.origin );
cg.physicsTime, cg.time, cg.predictedPlayerState.origin, cg.predictedPlayerState.viewangles, cg.predictedPlayerState.viewangles);
if ( cg_showmiss.integer ) {
if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {