Auto-Update shared Files

asset-fire-control 1.0.3->1.0.4 (BUK-M2/Nasal/fire-control.nas)
asset-fire-control 1.0.3->1.0.4 (MIM-104D/Nasal/fire-control.nas)
asset-fire-control 1.0.3->1.0.4 (S-75/Nasal/fire-control.nas)
asset-fire-control 1.0.3->1.0.4 (SA-3/Nasal/fire-control.nas)
asset-fire-control 1.0.3->1.0.4 (SA-6/Nasal/fire-control.nas)
datalink 1.1.1->1.1.2 (BUK-M2/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (fleet/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (MIM-104D/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (missile-frigate/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (S-200/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (S-300/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (S-75/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (SA-3/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (SA-6/Nasal/datalink.nas)
datalink 1.1.1->1.1.2 (ZSU-23/Nasal/datalink.nas)
damage 1.4.13->1.4.14 (BUK-M2/Nasal/damage.nas)
damage 1.4.13->1.4.14 (depot/Nasal/damage.nas)
damage 1.4.13->1.4.14 (fleet/Nasal/damage.nas)
damage 1.4.13->1.4.14 (Frigate/Nasal/damage.nas)
damage 1.4.13->1.4.14 (gci-radar/Nasal/damage.nas)
damage 1.4.13->1.4.14 (groundtarget/Nasal/damage.nas)
damage 1.4.13->1.4.14 (MIM-104D/Nasal/damage.nas)
damage 1.4.13->1.4.14 (missile-frigate/Nasal/damage.nas)
damage 1.4.13->1.4.14 (S-200/Nasal/damage.nas)
damage 1.4.13->1.4.14 (S-300/Nasal/damage.nas)
damage 1.4.13->1.4.14 (S-75/Nasal/damage.nas)
damage 1.4.13->1.4.14 (SA-3/Nasal/damage.nas)
damage 1.4.13->1.4.14 (SA-6/Nasal/damage.nas)
damage 1.4.13->1.4.14 (ZSU-23/Nasal/damage.nas)
missile-code 1.2.0->1.2.4 (BUK-M2/Nasal/guided-missiles.nas)
missile-code 1.2.0->1.2.4 (MIM-104D/Nasal/guided-missiles.nas)
missile-code 1.2.0->1.2.4 (S-75/Nasal/guided-missiles.nas)
missile-code 1.2.0->1.2.4 (SA-3/Nasal/guided-missiles.nas)
missile-code 1.2.0->1.2.4 (SA-6/Nasal/guided-missiles.nas)
This commit is contained in:
l0k1
2026-08-21 22:32:59 +00:00
committed by github-actions[bot]
parent 43cbecc169
commit 350595a49d
35 changed files with 899 additions and 496 deletions
+29 -3
View File
@@ -312,7 +312,7 @@ var DamageRecipient =
if(getprop("payload/armament/msg") == 0 and getprop("payload/armament/spectator") != 1 and notification.RemoteCallsign != notification.Callsign) {
return emesary.Transmitter.ReceiptStatus_NotProcessed;
}
if(multiplayer.ignore[notification.Callsign] == 1) {
if(isIgnoredCallsign(notification.Callsign)) {
return emesary.Transmitter.ReceiptStatus_NotProcessed;
}
@@ -474,7 +474,7 @@ var DamageRecipient =
# debug.dump(notification);
#
#
if(multiplayer.ignore[notification.Callsign] == 1) {
if(isIgnoredCallsign(notification.Callsign)) {
damageLog.push("Ignored hit by "~notification.Callsign);
return emesary.Transmitter.ReceiptStatus_NotProcessed;
}
@@ -1387,6 +1387,30 @@ var getCallsign = func (callsign) {
return node;
}
# 'ignored' player test
# In FG 2024, multiplayer.ignore hash was removed in favour of property controls/invisible.
# These methods test both for compatibility.
var ignored_struct = {};
var isIgnoredNode = func(node) {
if (contains(multiplayer, "ignore")) {
var callsign = node.getValue("callsign");
return callsign != nil and multiplayer.ignore[callsign];
} else {
node = node.getNode("controls/invisible");
return node != nil and node.getBoolValue();
}
}
var isIgnoredCallsign = func(callsign) {
if (contains(multiplayer, "ignore")) {
return multiplayer.ignore[callsign];
} else {
return contains(ignored_struct, preAlphaKey ~ callsign);
}
}
var MAW_elapsed = 0;
var radarSpikes = {};
@@ -1397,6 +1421,7 @@ foreach (key ; keys(radar_signatures)) {
var processCallsigns = func () {
callsign_struct = {};
ignored_struct = {};
var players = props.globals.getNode("ai/models").getChildren();
var myCallsign = getprop("sim/multiplay/callsign");
myCallsign = size(myCallsign) < 8 ? myCallsign : left(myCallsign,7);
@@ -1405,7 +1430,8 @@ var processCallsigns = func () {
foreach (var player; players) {
if(player.getChild("valid") != nil and player.getChild("valid").getValue() == 1 and player.getChild("callsign") != nil and player.getChild("callsign").getValue() != "" and player.getChild("callsign").getValue() != nil) {
var callsign = player.getChild("callsign").getValue();
if(multiplayer.ignore[callsign] == 1) {
if(isIgnoredNode(player)) {
ignored_struct[preAlphaKey ~ callsign] = player;
continue;
}
callsign_struct[preAlphaKey ~ callsign] = player;
+2 -3
View File
@@ -452,9 +452,8 @@ var receive_loop = func {
if (!mp.getValue("valid")) continue;
var callsign = mp.getValue("callsign");
if (callsign == nil) continue;
if(multiplayer.ignore[callsign] == 1) {
continue;
}
if (damage.isIgnoredNode(mp)) continue;
callsign_to_index[callsign] = idx;
var data = mp.getValue(mp_path);