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Don't use freeze and deepfreeze flags for prediction yet
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parent
2f35c64e6e
commit
1db0d2ff40
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@ -1071,15 +1071,12 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
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SetActiveWeapon(pChar->m_Weapon);
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}
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if(!pExtended)
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if(pChar->m_Emote != EMOTE_PAIN && pChar->m_Emote != EMOTE_NORMAL)
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m_DeepFreeze = false;
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if(pChar->m_Weapon != WEAPON_NINJA || pChar->m_AttackTick > m_FreezeTick || absolute(pChar->m_VelX) == 256*10)
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{
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if(pChar->m_Emote != EMOTE_PAIN && pChar->m_Emote != EMOTE_NORMAL)
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m_DeepFreeze = false;
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if(pChar->m_Weapon != WEAPON_NINJA || pChar->m_AttackTick > m_FreezeTick || absolute(pChar->m_VelX) == 256*10)
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{
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m_DeepFreeze = false;
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UnFreeze();
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}
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m_DeepFreeze = false;
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UnFreeze();
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}
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if(!GameWorld()->m_WorldConfig.m_PredictFreeze)
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{
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@ -1153,13 +1150,6 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
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m_SuperJump = pExtended->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
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m_Jetpack = pExtended->m_Flags & CHARACTERFLAG_JETPACK;
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if(GameWorld()->m_WorldConfig.m_PredictFreeze)
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m_DeepFreeze = pExtended->m_Flags & CHARACTERFLAG_DEEP_FROZEN;
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bool Frozen = pExtended->m_Flags & CHARACTERFLAG_FROZEN;
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if(m_FreezeTime > 0 && !Frozen)
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UnFreeze();
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m_Hit = HIT_ALL;
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if(pExtended->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT)
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m_Hit |= DISABLE_HIT_GRENADE;
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