Fix xenmaker crashing when many of them are activated simultaneously.
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@@ -63,7 +63,9 @@ I'm aware that the plugin is far from perfect, and there are a few things that n
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- Rarely, Stukabats will become unable to fly towards their target, standing in air doing seemingly nothing.
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- Rarely, Stukabats will become unable to fly towards their target, standing in air doing seemingly nothing.
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- Monsters are very prone to gibbing when hurt during death animations.
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- Monsters are very prone to gibbing.
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- Houndeyes and Hornets (Alien Grunts) do not get along. The server will crash if a houndeye damages a hornet.
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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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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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@@ -332,6 +332,8 @@ void CMSprite::SpriteInit( const char *pSpriteName, const Vector &origin )
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CMSprite *CMSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate )
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CMSprite *CMSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate )
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{
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{
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CMSprite *pSprite = CreateClassPtr( (CMSprite *)NULL );
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CMSprite *pSprite = CreateClassPtr( (CMSprite *)NULL );
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if (pSprite)
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{
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pSprite->SpriteInit(pSpriteName, origin);
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pSprite->SpriteInit(pSpriteName, origin);
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pSprite->pev->classname = MAKE_STRING("env_sprite");
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pSprite->pev->classname = MAKE_STRING("env_sprite");
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pSprite->pev->solid = SOLID_NOT;
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pSprite->pev->solid = SOLID_NOT;
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@@ -341,6 +343,8 @@ CMSprite *CMSprite::SpriteCreate( const char *pSpriteName, const Vector &origin,
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return pSprite;
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return pSprite;
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}
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}
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return NULL;
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}
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void CMSprite::AnimateThink( void )
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void CMSprite::AnimateThink( void )
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@@ -30,7 +30,7 @@ typedef struct
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CMBaseMonster *pMonster;
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CMBaseMonster *pMonster;
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} monster_t;
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} monster_t;
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#define MAX_MONSTER_ENTS 400
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#define MAX_MONSTER_ENTS 512
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extern monster_t monsters[MAX_MONSTER_ENTS];
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extern monster_t monsters[MAX_MONSTER_ENTS];
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@@ -43,7 +43,7 @@ typedef struct {
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bool need_to_respawn;
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bool need_to_respawn;
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} monster_spawnpoint_t;
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} monster_spawnpoint_t;
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#define MAX_MONSTERS 200
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#define MAX_MONSTERS 256
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extern monster_spawnpoint_t monster_spawnpoint[MAX_MONSTERS];
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extern monster_spawnpoint_t monster_spawnpoint[MAX_MONSTERS];
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// this is here to store if a node we want to spawn is an ordinary one, or a flying one
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// this is here to store if a node we want to spawn is an ordinary one, or a flying one
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