2023-06-16 17:01:14 I net: failed to bind socket with domain 2 and type 2 (98 'Address already in use')
2023-06-16 17:01:14 I server: couldn't open socket. port 8338 might already be in use
Server then got stuck and didn't respond to sv_shutdown_when_empty 1
on fifo. This broke our auto-restart script and made many servers go down. I'll investigate.OFFSET_UUID = 1 << 16,
which is 65536 so no ddnet ext snap obj has a id lower than that. Right?OFFSET_UUID_TYPE
or higher to be a ddnet extension snap item. But its set to 0x4000
which is only 16384
OFFSET_UUID = 1 << 16,
which is 65536 so no ddnet ext snap obj has a id lower than that. Right? case WEAPON_GRENADE:
{
int Lifetime;
if(!m_TuneZone)
Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GrenadeLifetime);
else
Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GrenadeLifetime);
for(int i = -5; i < 5; ++i)
{
new CProjectile(
GameWorld(),
WEAPON_GRENADE, // Type
m_pPlayer->GetCID(), // Owner
ProjStartPos, // Pos
rotate(Direction, i), // Dir
Lifetime, // Span
false, // Freeze
true, // Explosive
SOUND_GRENADE_EXPLODE, // SoundImpact
MouseTarget // MouseTarget
);
GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, TeamMask());
}
}
is there anything else neccessary to make the visuals work correctly?
currently it just looks like all grenades are in the same spot but as said before the physics work correctly. (edited)case WEAPON_GRENADE:
{
int Lifetime;
if(!m_TuneZone)
Lifetime = (int)(Server()->TickSpeed() * GameServer()->Tuning()->m_GrenadeLifetime);
else
Lifetime = (int)(Server()->TickSpeed() * GameServer()->TuningList()[m_TuneZone].m_GrenadeLifetime);
for(int i = -5; i < 5; ++i)
{
new CProjectile(
GameWorld(),
WEAPON_GRENADE, // Type
m_pPlayer->GetCID(), // Owner
ProjStartPos, // Pos
rotate(Direction, i), // Dir
Lifetime, // Span
false, // Freeze
true, // Explosive
SOUND_GRENADE_EXPLODE, // SoundImpact
MouseTarget // MouseTarget
);
GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, TeamMask());
}
}
is there anything else neccessary to make the visuals work correctly?
currently it just looks like all grenades are in the same spot but as said before the physics work correctly. (edited)for(int i = -5; i < 5; ++i)
{
new CProjectile(
GameWorld(),
WEAPON_GRENADE, // Type
m_pPlayer->GetCID(), // Owner
ProjStartPos, // Pos
rotate(Direction, i), // Dir
Lifetime, // Span
false, // Freeze
true, // Explosive
SOUND_GRENADE_EXPLODE, // SoundImpact
MouseTarget // MouseTarget
);
GameServer()->CreateSound(m_Pos, SOUND_GRENADE_FIRE, TeamMask());
}
i litteraly just spawn 10 projectiles with differing directions instead of just 1 (edited)rotate(MouseTarget, i)
@Teerorotate(MouseTarget, i)
@Teero