Improve Spectator entry handling

- Re-entry SHOULDN'T get stuck nonzero on first join for a given node
    - Set to 0 for all players on level start
    - Set to 0 for all players on level end
    - DEFINITELY never intentionally set on join with teamchange finalisation
    - This basically just prevents people from spamming New Challenger after hopping out mid-session, since the previous version, in addition to being buggy, was a little annoying.
- New Challenger no longer happens on tic 0 of mapload
    - Handles any late, pending PF_PF_WANTSTOJOINs without threat of reset in P_PostLoadLevel
This commit is contained in:
toaster 2023-07-22 14:03:11 +01:00
parent 4885611f47
commit e0b47b16e7
6 changed files with 15 additions and 6 deletions

View file

@ -1617,7 +1617,7 @@ static void FinalisePlaystateChange(INT32 playernum)
// To attempt to discourage rage-spectators, we delay any rejoining.
// If you're engaging in a DUEL and quit early, in addition to the
// indignity of losing your PWR, you get a special extra-long delay.
if (netgame)
if (netgame && players[playernum].jointime > 1)
{
UINT8 pcount = 0;

View file

@ -2374,7 +2374,7 @@ void G_Ticker(boolean run)
&& (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING // definitely good
|| gamestate == GS_WAITINGPLAYERS)) // definitely a problem if we don't do it at all in this gamestate, but might need more protection?
{
K_CheckSpectateStatus();
K_CheckSpectateStatus(true);
}
if (pausedelay && pausedelay != INT32_MIN)
@ -2436,6 +2436,8 @@ static inline void G_PlayerFinishLevel(INT32 player)
p->starpostnum = 0;
memset(&p->respawn, 0, sizeof (p->respawn));
p->spectatorReentry = 0; // Clean up any pending re-entry forbiddings
}
//

View file

@ -11740,7 +11740,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
Obj_RingShooterInput(player);
}
void K_CheckSpectateStatus(void)
void K_CheckSpectateStatus(boolean considermapreset)
{
UINT8 respawnlist[MAXPLAYERS];
UINT8 i, j, numingame = 0, numjoiners = 0;
@ -11770,7 +11770,7 @@ void K_CheckSpectateStatus(void)
players[i].spectatewait = 0;
}
if (gamestate != GS_LEVEL)
if (gamestate != GS_LEVEL || considermapreset == false)
{
players[i].spectatorReentry = 0;
}
@ -11881,6 +11881,9 @@ void K_CheckSpectateStatus(void)
break;
}
if (considermapreset == false)
return;
// Reset the match when 2P joins 1P, DUEL mode
// Reset the match when 3P joins 1P and 2P, DUEL mode must be disabled
if (i > 0 && !mapreset && gamestate == GS_LEVEL && (numingame < 3 && numingame+i >= 2))

View file

@ -189,7 +189,7 @@ boolean K_FastFallBounce(player_t *player);
fixed_t K_PlayerBaseFriction(player_t *player, fixed_t original);
void K_AdjustPlayerFriction(player_t *player);
void K_MoveKartPlayer(player_t *player, boolean onground);
void K_CheckSpectateStatus(void);
void K_CheckSpectateStatus(boolean considermapreset);
UINT8 K_GetInvincibilityItemFrame(void);
UINT8 K_GetOrbinautItemFrame(UINT8 count);
boolean K_IsSPBInGame(void);

View file

@ -11830,7 +11830,6 @@ void P_SpawnPlayer(INT32 playernum)
else if (netgame && p->jointime <= 1 && pcount)
{
p->spectator = true;
p->spectatorReentry = 0;
}
else if (multiplayer && !netgame)
{

View file

@ -8389,6 +8389,11 @@ void P_PostLoadLevel(void)
{
P_MapStart();
if (G_GametypeHasSpectators())
{
K_CheckSpectateStatus(false);
}
if (demo.playback)
;
else if (grandprixinfo.gp == true)