-
Notifications
You must be signed in to change notification settings - Fork 86
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Question(s) regarding: bz_triggerFlagCapture() #319
Comments
It's mainly if the documentation should be updated, similar to Otherwise it creates the assumption that said function may be used as easily as in the int playerHoldingFlag = grabData->playerID;
bz_eTeamType flagTeam = flagToTeamValue(grabData->flagType);
// Proceeding, if we have a team flag.
if (flagTeam != eNoTeam) {
bz_eTeamType playerTeam = bz_getPlayerTeam(grabData->playerID);
// If we have an actual team, we may be ready to score.
if ((playerTeam == eRedTeam) || (playerTeam == eGreenTeam) || (playerTeam == eBlueTeam) || (playerTeam == ePurpleTeam)) {
// Checking if teams are not the same, if they are not, we trigger a score change at this point, as well as anything else specified.
if (flagTeam != playerTeam) {
// View custom functions for details of code.
bz_triggerFlagCapture(playerHoldingFlag, playerTeam, flagTeam);
resetPlayer(playerHoldingFlag);
//bz_incrementPlayerWins(playerHoldingFlag, bz_getTeamCount(flagTeam));
}
}
} While in reality, it's more likely to wind up as the following when attempting to use other events: switch (eventData->eventType) {
case bz_eAllowCTFCaptureEvent: {
bz_AllowCTFCaptureEventData_V1* allowCapData = (bz_AllowCTFCaptureEventData_V1*)eventData;
if (bz_getPlayerTeam(allowCapData->playerCapping) == allowCapData->teamCapped) {
allowCapData->allow = false;
basePoint = bz_checkBaseAtPoint(allowCapData->pos);
if (basePoint != eNoTeam) {
bz_resetFlag(bz_getPlayerFlagID(allowCapData->playerCapping));
cappingPlayer = allowCapData->playerCapping;
cappingTeam = bz_getPlayerTeam(allowCapData->playerCapping);
alive = 1;
//
bz_givePlayerFlag(cappingPlayer, teamToFlagType(basePoint), true);
}
}
}break;
case bz_eCaptureEvent: {
bz_CTFCaptureEventData_V1* capData = (bz_CTFCaptureEventData_V1*)eventData;
if (capData->playerCapping == cappingPlayer) {
if (capData->teamCapping == cappingTeam) {
//bz_killPlayer(capData->playerCapping, true, BZ_SERVER);
cappingPlayer = -1;
alive = -1;
cappingTeam = eNoTeam;
basePoint = eNoTeam;
}
}
}break;
case bz_eTickEvent: {
if ((cappingPlayer != -1) && (alive == 1)) {
int flagID = bz_getPlayerFlagID(cappingPlayer);
if (flagID != -1) {
bz_eTeamType flagTeam = flagToTeamValue(bz_getFlagName(flagID).c_str());
if (flagTeam != basePoint) {
bz_resetFlag(flagID);
bz_givePlayerFlag(cappingPlayer, teamToFlagType(basePoint), true);
}
} else {
bz_givePlayerFlag(cappingPlayer, teamToFlagType(basePoint), true);
}
bz_triggerFlagCapture(cappingPlayer, cappingTeam, basePoint);
}
}break;
case bz_ePlayerPartEvent: {
bz_PlayerJoinPartEventData_V1* partData = (bz_PlayerJoinPartEventData_V1*)eventData;
int player = partData->playerID;
if (player == cappingPlayer) {
alive = -1;
cappingPlayer = -1;
cappingTeam = eNoTeam;
basePoint = eNoTeam;
}
}break;
case bz_ePlayerDieEvent: {
bz_PlayerDieEventData_V2* deathData = (bz_PlayerDieEventData_V2*)eventData;
if ((deathData->playerID == cappingPlayer) && (cappingPlayer != -1)) {
alive = -1;
}
}break;
case bz_ePlayerSpawnEvent: {
bz_PlayerSpawnEventData_V1* spawnData = (bz_PlayerSpawnEventData_V1*)eventData;
if ((spawnData->playerID == cappingPlayer) && (cappingPlayer != -1)) {
alive = 1;
bz_givePlayerFlag(cappingPlayer, teamToFlagType(basePoint), true);
}
}break;
default:{
}break;
} There is no info which specifies that the player must hold the team flag from the capped team for the function to work. (Which would make it confusing for anyone who may try to use it.) Personally I'd appreciate it, if it were possible to trigger flag captures regardless of player alive/dead status, same as flag held or flagless status. (If it is not planned for the future.) |
teamCapping
option?(Since
BZ_SERVER
does not work as a player, why isteamCapping
provided?)The text was updated successfully, but these errors were encountered: