Fix xenmaker crashing when many of them are activated simultaneously.

This commit is contained in:
Giegue
2023-10-06 19:44:17 -03:00
parent c1660a0e48
commit 8ed6c4eb2b
3 changed files with 16 additions and 10 deletions

View File

@@ -63,7 +63,9 @@ I'm aware that the plugin is far from perfect, and there are a few things that n
- Rarely, Stukabats will become unable to fly towards their target, standing in air doing seemingly nothing.
- Monsters are very prone to gibbing when hurt during death animations.
- Monsters are very prone to gibbing.
- Houndeyes and Hornets (Alien Grunts) do not get along. The server will crash if a houndeye damages a hornet.
There are probably more issues that aren't listed here, I'll attempt to fix them as I find them. Of course, any bug report is welcome. If reporting a bug, try to explain step by step how the bug ocurred. The easier it is to replicate a bug, the easier it is to locate it and fix it.

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@@ -332,14 +332,18 @@ void CMSprite::SpriteInit( const char *pSpriteName, const Vector &origin )
CMSprite *CMSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate )
{
CMSprite *pSprite = CreateClassPtr( (CMSprite *)NULL );
pSprite->SpriteInit( pSpriteName, origin );
pSprite->pev->classname = MAKE_STRING("env_sprite");
pSprite->pev->solid = SOLID_NOT;
pSprite->pev->movetype = MOVETYPE_NOCLIP;
if ( animate )
pSprite->TurnOn();
if (pSprite)
{
pSprite->SpriteInit(pSpriteName, origin);
pSprite->pev->classname = MAKE_STRING("env_sprite");
pSprite->pev->solid = SOLID_NOT;
pSprite->pev->movetype = MOVETYPE_NOCLIP;
if (animate)
pSprite->TurnOn();
return pSprite;
return pSprite;
}
return NULL;
}

View File

@@ -30,7 +30,7 @@ typedef struct
CMBaseMonster *pMonster;
} monster_t;
#define MAX_MONSTER_ENTS 400
#define MAX_MONSTER_ENTS 512
extern monster_t monsters[MAX_MONSTER_ENTS];
@@ -43,7 +43,7 @@ typedef struct {
bool need_to_respawn;
} monster_spawnpoint_t;
#define MAX_MONSTERS 200
#define MAX_MONSTERS 256
extern monster_spawnpoint_t monster_spawnpoint[MAX_MONSTERS];
// this is here to store if a node we want to spawn is an ordinary one, or a flying one