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@ -209,7 +209,7 @@ void CCharacterCore::Tick(bool UseInput)
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}
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}
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// Check against other players first
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// Check against other players first
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if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking)
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if(m_pWorld && m_pWorld->m_Tuning.m_PlayerHooking)//TODO:TEAM
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{
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{
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float Dist = 0.0f;
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float Dist = 0.0f;
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for(int i = 0; i < MAX_CLIENTS; i++)
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for(int i = 0; i < MAX_CLIENTS; i++)
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@ -309,7 +309,7 @@ void CCharacterCore::Tick(bool UseInput)
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}
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}
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}
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}
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if(m_pWorld/* && m_pWorld->m_Tuning.m_PlayerCollision*/)
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if(m_pWorld/* && m_pWorld->m_Tuning.m_PlayerCollision*/)//TODO:TEAM
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{
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{
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for(int i = 0; i < MAX_CLIENTS; i++)
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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{
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@ -323,7 +323,7 @@ void CCharacterCore::Tick(bool UseInput)
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// handle player <-> player collision
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// handle player <-> player collision
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float d = distance(m_Pos, p->m_Pos);
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float d = distance(m_Pos, p->m_Pos);
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vec2 Dir = normalize(m_Pos - p->m_Pos);
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vec2 Dir = normalize(m_Pos - p->m_Pos);
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if (m_pWorld->m_Tuning.m_PlayerCollision) {
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if (m_pWorld->m_Tuning.m_PlayerCollision) {//TODO:TEAM
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if(d < PhysSize*1.25f && d > 1.0f)
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if(d < PhysSize*1.25f && d > 1.0f)
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{
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{
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@ -298,7 +298,7 @@ void CCharacter::FireWeapon()
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m_NumObjectsHit = 0;
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m_NumObjectsHit = 0;
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GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
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GameServer()->CreateSound(m_Pos, SOUND_HAMMER_FIRE);
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if (!g_Config.m_SvHit) break;
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if (!g_Config.m_SvHit) break;//TODO:TEAM
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CCharacter *aEnts[64];
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CCharacter *aEnts[64];
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int Hits = 0;
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int Hits = 0;
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@ -30,7 +30,7 @@ bool CLaser::HitCharacter(vec2 From, vec2 To)
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m_From = From;
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m_From = From;
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m_Pos = At;
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m_Pos = At;
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m_Energy = -1;
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m_Energy = -1;
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if ((m_Type == 1 && g_Config.m_SvHit))
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if ((m_Type == 1 && g_Config.m_SvHit))//TODO:TEAM
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{
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{
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Hit->m_Core.m_Vel+=normalize(m_PrevPos - Hit->m_Core.m_Pos) * 10;
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Hit->m_Core.m_Vel+=normalize(m_PrevPos - Hit->m_Core.m_Pos) * 10;
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}
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}
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@ -99,7 +99,7 @@ void CProjectile::Tick()
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if(m_LifeSpan > -1)
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if(m_LifeSpan > -1)
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m_LifeSpan--;
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m_LifeSpan--;
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if( (TargetChr && (g_Config.m_SvHit || TargetChr == OwnerChar)) || Collide)
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if( (TargetChr && (g_Config.m_SvHit || TargetChr == OwnerChar)) || Collide)//TODO:TEAM
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{
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{
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if(m_Explosive/*??*/ && (!TargetChr || (TargetChr && !m_Freeze)))
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if(m_Explosive/*??*/ && (!TargetChr || (TargetChr && !m_Freeze)))
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{
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{
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@ -143,7 +143,7 @@ void CGameContext::CreateExplosion(vec2 p, int Owner, int Weapon, bool NoDamage)
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ForceDir = normalize(Diff);
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ForceDir = normalize(Diff);
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l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
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l = 1-clamp((l-InnerRadius)/(Radius-InnerRadius), 0.0f, 1.0f);
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float Dmg = 6 * l;
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float Dmg = 6 * l;
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if((int)Dmg)
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if((int)Dmg)//TODO:TEAM
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if(g_Config.m_SvHit || Owner == apEnts[i]->m_pPlayer->GetCID()) {
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if(g_Config.m_SvHit || Owner == apEnts[i]->m_pPlayer->GetCID()) {
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apEnts[i]->TakeDamage(ForceDir*Dmg*2, (int)Dmg, Owner, Weapon);
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apEnts[i]->TakeDamage(ForceDir*Dmg*2, (int)Dmg, Owner, Weapon);
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if(!g_Config.m_SvHit) break;
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if(!g_Config.m_SvHit) break;
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@ -2031,8 +2031,6 @@ void CGameContext::OnInit(/*class IKernel *pKernel*/)
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g_Config.m_SvEndlessDrag = 1;
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g_Config.m_SvEndlessDrag = 1;
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else if (Index == TILE_NOHIT)
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else if (Index == TILE_NOHIT)
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g_Config.m_SvHit = 0;
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g_Config.m_SvHit = 0;
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else if (Index == TILE_EHOOK)
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g_Config.m_SvEndlessDrag = 1;
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else if (Index == TILE_NPH)
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else if (Index == TILE_NPH)
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g_Config.m_SvPhook = 0;
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g_Config.m_SvPhook = 0;
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if(Index >= ENTITY_OFFSET)
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if(Index >= ENTITY_OFFSET)
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@ -2049,8 +2047,6 @@ void CGameContext::OnInit(/*class IKernel *pKernel*/)
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g_Config.m_SvEndlessDrag = 1;
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g_Config.m_SvEndlessDrag = 1;
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else if (Index == TILE_NOHIT)
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else if (Index == TILE_NOHIT)
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g_Config.m_SvHit = 0;
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g_Config.m_SvHit = 0;
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else if (Index == TILE_EHOOK)
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g_Config.m_SvEndlessDrag = 1;
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else if (Index == TILE_NPH)
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else if (Index == TILE_NPH)
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g_Config.m_SvPhook = 0;
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g_Config.m_SvPhook = 0;
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