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HandleConnect handles bots
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1 changed files with 19 additions and 2 deletions
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@ -4043,10 +4043,27 @@ static void HandleConnect(SINT8 node)
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UINT8 maxplayers = min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxconnections.value);
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UINT8 connectedplayers = 0;
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for (i = dedicated ? 1 : 0; i < MAXPLAYERS; i++)
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if (playernode[i] != UINT8_MAX) // We use this to count players because it is affected by SV_AddWaitingPlayers when more than one client joins on the same tic, unlike playeringame and D_NumPlayers. UINT8_MAX denotes no node for that player
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{
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// We use this to count players because it is affected by SV_AddWaitingPlayers when
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// more than one client joins on the same tic, unlike playeringame and D_NumPlayers.
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// UINT8_MAX denotes no node for that player.
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if (playernode[i] != UINT8_MAX)
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{
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// Sal: This hack sucks, but it should be safe.
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// playeringame is set for bots immediately; they are deterministic instead of a netxcmd.
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// If a bot is added with netxcmd in the future, then the node check is still here too.
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// So at worst, a theoretical netxcmd added bot will block real joiners for the time
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// it takes for the command to process, but not cause any horrifying player overwriting.
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if (playeringame[i] && players[i].bot)
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{
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continue;
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}
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connectedplayers++;
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}
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}
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banrecord_t *ban = SV_GetBanByAddress(node);
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if (ban == NULL)
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