deleted test code and changed a for loop to while loop

For some reason for loops with continues will seemingly overflow and go infinite 100% of the time. However, while loops do not so the for loop in manage_zones() was changed to a while loop with no change in functionality.
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JezuzLizard 2020-04-25 15:26:36 -07:00 committed by GitHub
parent 698dc4ee5f
commit 5f5ce72dfb
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@ -6,7 +6,6 @@
init() //checked matches cerberus output
{
//thread gsc_restart(); //new addition to test map_restart
flag_init( "zones_initialized" );
level.zones = [];
level.zone_flags = [];
@ -44,13 +43,13 @@ get_player_zone() //checked changed to match cerberus output
get_zone_from_position( v_pos, ignore_enabled_check ) //checked changed to match cerberus output
{
zone = undefined;
scr_org = spawn("script_origin", v_pos);
keys = getarraykeys(level.zones);
for(i = 0; i < keys.size; i++)
scr_org = spawn( "script_origin", v_pos );
keys = getarraykeys( level.zones );
for ( i = 0; i < keys.size; i++ )
{
if(scr_org entity_in_zone(keys[i], ignore_enabled_check))
if ( scr_org entity_in_zone( keys[ i ], ignore_enabled_check ) )
{
zone = keys[i];
zone = keys[ i ];
break;
}
}
@ -88,18 +87,18 @@ get_players_in_zone( zone_name, return_players ) //checked changed to match cerb
num_in_zone = 0;
players_in_zone = [];
players = get_players();
for(i = 0; i < zone.volumes.size; i++)
for ( i = 0; i < zone.volumes.size; i++ )
{
for(j = 0; j < players.size; j++)
for ( j = 0; j < players.size; j++ )
{
if(players[j] istouching(zone.volumes[i]))
if ( players[ j ] istouching( zone.volumes[ i ] ) )
{
num_in_zone++;
players_in_zone[players_in_zone.size] = players[j];
players_in_zone[ players_in_zone.size ] = players[ j ];
}
}
}
if(isdefined(return_players))
if ( isdefined( return_players ) )
{
return players_in_zone;
}
@ -129,14 +128,14 @@ player_in_zone( zone_name ) //checked changed to match cerberus output
entity_in_zone( zone_name, ignore_enabled_check ) //checked changed to match cerberus output
{
if(!zone_is_enabled(zone_name) && isdefined(ignore_enabled_check ) && !ignore_enabled_check)
if ( !zone_is_enabled( zone_name ) && isdefined( ignore_enabled_check ) && !ignore_enabled_check )
{
return 0;
}
zone = level.zones[zone_name];
for(i = 0; i < zone.volumes.size; i++)
for ( i = 0; i < zone.volumes.size; i++ )
{
if(self istouching(zone.volumes[i]))
if ( self istouching( zone.volumes[ i ] ) )
{
return 1;
}
@ -165,12 +164,11 @@ zone_init( zone_name ) //checked changed to match cerberus output
}
level.zones[ zone_name ] = spawnstruct();
zone = level.zones[ zone_name ];
zone.is_enabled = 1; //has to be one otherwise most maps won't accept connections
zone.is_occupied = 0; //normally 0
zone.is_active = 0; //normally 0
zone.is_enabled = 0;
zone.is_occupied = 0;
zone.is_active = 0;
zone.adjacent_zones = [];
zone.is_spawning_allowed = 0; //normally 0;
zone.is_spawning_allowed = 0;
spawn_points = maps/mp/gametypes_zm/_zm_gametype::get_player_spawns_for_gametype();
for( i = 0; i < spawn_points.size; i++ )
{
@ -393,13 +391,10 @@ reinit_zone_spawners() //checked changed to match cerberus output
enable_zone( zone_name ) //checked changed to match cerberus output
{
//enable the zone even if its already enabled to get around the fact that zone_init() has to enable zones
/*
if ( level.zones[ zone_name ].is_enabled )
{
return;
}
*/
level.zones[ zone_name ].is_enabled = 1;
level.zones[zone_name].is_spawning_allowed = 1;
level notify( zone_name );
@ -456,11 +451,11 @@ add_zone_flags( wait_flag, add_flags ) //checked changed to match cerberus outpu
}
keys = getarraykeys( level.zone_flags );
i = 0;
for(i = 0; i < keys.size; i++)
for ( i = 0; i < keys.size; i++ )
{
if(keys[i] == wait_flag)
if(keys[ i ] == wait_flag)
{
level.zone_flags[ keys[ i ] ] = arraycombine(level.zone_flags[ keys[ i ] ], add_flags, 1, 0);
level.zone_flags[ keys[ i ] ] = arraycombine( level.zone_flags[ keys[ i ] ], add_flags, 1, 0 );
return;
}
}
@ -564,16 +559,15 @@ zone_flag_wait( flag_name )
}
}
}
return;
keys = getarraykeys(level.zone_flags);
for(i = 0; i < keys.size; i++)
keys = getarraykeys( level.zone_flags );
for ( i = 0; i < keys.size; i++ )
{
if(keys[i] == flag_name)
if ( keys[ i ] == flag_name )
{
check_flag = level.zone_flags[ keys[ i ] ];
for(k = 0; k < check_flag.size; k++)
for ( k = 0; k < check_flag.size; k++ )
{
flag_set(check_flag[k]);
flag_set( check_flag[ k ] );
}
//break;
}
@ -598,8 +592,8 @@ connect_zones( zone_name_a, zone_name_b, one_way ) //checked matches cerberus ou
}
zone_init( zone_name_a );
zone_init( zone_name_b );
enable_zone( zone_name_a ); //was disabled
enable_zone( zone_name_b ); //was disabled
enable_zone( zone_name_a );
enable_zone( zone_name_b );
if ( !isDefined( level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ] ) )
{
level.zones[ zone_name_a ].adjacent_zones[ zone_name_b ] = spawnstruct();
@ -669,12 +663,14 @@ manage_zones( initial_zone ) //checked changed to match cerberus output
a_zone_is_active = 0;
a_zone_is_spawning_allowed = 0;
level.zone_scanning_active = 1;
for ( z = 0; z < zkeys.size; z++ )
z = 0;
while ( z < zkeys.size )
{
zone = level.zones[ zkeys[ z ] ];
newzone = level.newzones[ zkeys[ z ] ];
if( !zone.is_enabled )
{
z++;
continue;
}
if ( isdefined(level.zone_occupied_func ) )
@ -717,6 +713,7 @@ manage_zones( initial_zone ) //checked changed to match cerberus output
zone_choke = 0;
wait 0.05;
}
z++;
}
level.zone_scanning_active = 0;
for ( z = 0; z < zkeys.size; z++ )
@ -960,10 +957,9 @@ get_active_zone_names() //checked changed to match cerberus output
{
wait 0.05;
}
i = 0;
for(i = 0; i < level.zone_keys.size; i++)
for ( i = 0; i < level.zone_keys.size; i++ )
{
if(level.zones[ level.zone_keys[ i ] ].is_active)
if ( level.zones[ level.zone_keys[ i ] ].is_active )
{
ret_list[ ret_list.size ] = level.zone_keys[ i ];
}
@ -1097,39 +1093,12 @@ _debug_zones() //checked changed to match cerberus output
is_player_in_zone( zone_name ) //checked changed to match cerberus output
{
zone = level.zones[ zone_name ];
i = 0;
for(i = 0; i < zone.volumes.size; i++)
{
if(self istouching(level.zones[zone_name].volumes[i]) && !self.sessionstate == "spectator")
{
return 1;
}
}
return 0;
}
/*
is_player_in_zone_zonemgr_usage( zone_name ) //added to fix is_player_in_zone not working for zonemgr purposes
{
zone = level.zones[ zone_name ];
i = 0;
players = get_players();
for ( i = 0; i < zone.volumes.size; i++ )
{
for ( k = 0; k < players.size; k++ )
{
if ( players[ k ] istouching( level.zones[ zone_name ].volumes[ i ] ) && !players[ k ].sessionstate == "spectator" )
if ( self istouching( level.zones[ zone_name ].volumes[ i ] ) && self.sessionstate != "spectator")
{
return 1;
}
}
}
return 0;
}
*/
gsc_restart()
{
level waittill( "end_game" );
wait 3;
map_restart( false );
}