Don't use freeze and deepfreeze flags for prediction yet

This commit is contained in:
trml 2019-04-24 15:56:56 +02:00
parent 2f35c64e6e
commit 1db0d2ff40

View file

@ -1071,15 +1071,12 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
SetActiveWeapon(pChar->m_Weapon);
}
if(!pExtended)
if(pChar->m_Emote != EMOTE_PAIN && pChar->m_Emote != EMOTE_NORMAL)
m_DeepFreeze = false;
if(pChar->m_Weapon != WEAPON_NINJA || pChar->m_AttackTick > m_FreezeTick || absolute(pChar->m_VelX) == 256*10)
{
if(pChar->m_Emote != EMOTE_PAIN && pChar->m_Emote != EMOTE_NORMAL)
m_DeepFreeze = false;
if(pChar->m_Weapon != WEAPON_NINJA || pChar->m_AttackTick > m_FreezeTick || absolute(pChar->m_VelX) == 256*10)
{
m_DeepFreeze = false;
UnFreeze();
}
m_DeepFreeze = false;
UnFreeze();
}
if(!GameWorld()->m_WorldConfig.m_PredictFreeze)
{
@ -1153,13 +1150,6 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
m_SuperJump = pExtended->m_Flags & CHARACTERFLAG_ENDLESS_JUMP;
m_Jetpack = pExtended->m_Flags & CHARACTERFLAG_JETPACK;
if(GameWorld()->m_WorldConfig.m_PredictFreeze)
m_DeepFreeze = pExtended->m_Flags & CHARACTERFLAG_DEEP_FROZEN;
bool Frozen = pExtended->m_Flags & CHARACTERFLAG_FROZEN;
if(m_FreezeTime > 0 && !Frozen)
UnFreeze();
m_Hit = HIT_ALL;
if(pExtended->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT)
m_Hit |= DISABLE_HIT_GRENADE;