From 95078b6a4b8e91ce381eb4b0b22b3d62a835dcce Mon Sep 17 00:00:00 2001 From: William Moberg Date: Wed, 2 Mar 2016 14:37:33 +0100 Subject: [PATCH] Fix so client doesn't override the servers respawn time with its config file. Server or single player client can still override the component with the config RespawnTime. --- resources/DefaultConfig.ini | 2 +- src/Game/Systems/PlayerSpawnSystem.cpp | 7 +++++-- 2 files changed, 6 insertions(+), 3 deletions(-) diff --git a/resources/DefaultConfig.ini b/resources/DefaultConfig.ini index e99e3437..8917e3e1 100644 --- a/resources/DefaultConfig.ini +++ b/resources/DefaultConfig.ini @@ -4,7 +4,7 @@ LoadMap= ; if true -> Pool allocation is not used when calling Allocate/Free, just use regular dynamic allocation. ; if false -> Use pool allocation. DisableMemoryPool=false -RespawnTime = 8.0 +RespawnTime = -1.0 EditorEnabled=false OutOfBodyExperience=false diff --git a/src/Game/Systems/PlayerSpawnSystem.cpp b/src/Game/Systems/PlayerSpawnSystem.cpp index b2bb1ecf..6c41ddd4 100644 --- a/src/Game/Systems/PlayerSpawnSystem.cpp +++ b/src/Game/Systems/PlayerSpawnSystem.cpp @@ -10,7 +10,7 @@ PlayerSpawnSystem::PlayerSpawnSystem(SystemParams params) ConfigFile* config = ResourceManager::Load("Config.ini"); m_NetworkEnabled = config->Get("Networking.StartNetwork", false); m_ForcedRespawnTime = config->Get("Debug.RespawnTime", -1.0f); - m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0; + m_DbgConfigForceRespawn = m_ForcedRespawnTime > 0 && IsServer; } void PlayerSpawnSystem::Update(double dt) @@ -26,7 +26,10 @@ void PlayerSpawnSystem::Update(double dt) // Increase timer. double& timer = (double&)modeComponent["RespawnTime"]; timer += dt; - double maxRespawnTime = m_DbgConfigForceRespawn ? m_ForcedRespawnTime : (double)modeComponent["MaxRespawnTime"]; + if (m_DbgConfigForceRespawn) { + (double&)modeComponent["MaxRespawnTime"] = m_ForcedRespawnTime; + } + double maxRespawnTime = (double)modeComponent["MaxRespawnTime"]; EntityWrapper spectatorCam = m_World->GetFirstEntityByName("SpectatorCamera"); if (spectatorCam.Valid()) { EntityWrapper HUD = spectatorCam.FirstChildByName("SpectatorHUD");