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More features and tweaks for broadcasting #6115
Conversation
Co-authored-by: Drathek <[email protected]>
Small update. Now instead of creating a new camera every time the broadcast goes live it just toggles the state of the camera. Another advantage of this is that you don't need to wait for CC to go live to tune TV to his camera, you can tune as soon as camera is spawned. It even works well with renaming. |
for some reason broadcasting wasn't working one round, this should probably let people to fix it if something goes wrong. |
So what was the bug. Deconstruction (and, well, destroying) calls QDEL_NULL(current) in the Destroy() where current is the current camera. Usually it does nothing with regular cameras because it closes all instances of tgui before qdellng, and when there are no users of tgui the current camera (on normal consoles) is set to null anyway. Although I managed to cause this (QDEL of a normal security camera) on normal consoles too, at least two times, but it wasn't reliable and there is no consistent steps of reproducing. It just can happen. Anyway, I didn't find a single use case for qdelling here, so I think it's safe to just remove it. It shouldn't happen normally anyway. Alternative solution would be to just set current to null in the child destroy() proc, if you think removing QDEL in the parent is a bad idea. |
Co-authored-by: Drathek <[email protected]>
About the pull request
Turned out that through cameras you can only see speech that you already see without cameras. So I quickly found a way to fix it with the least (for me) amount of crap code.
Explain why it's good for the game
That's pretty much the point of broadcasting.
Testing Photographs and Procedure
Changelog
🆑 ihatethisengine
add: Combat Correspondent can broadcast speech and emotes.
add: Speech close enough to the camera will be shown above connected TVs as abovehead messages
/:cl: