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Make evil (red) teleports work as normal (blue) teleports when weapons- or hook-through-teleport are activated
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parent
d4c0f31b32
commit
3a80c5f5fb
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@ -1441,15 +1441,18 @@ void CCharacter::HandleTiles(int Index)
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int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex);
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int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex);
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if(evilz && !m_Super && Controller->m_TeleOuts[evilz-1].size())
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if(evilz && !m_Super && Controller->m_TeleOuts[evilz-1].size())
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{
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{
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m_Core.m_HookedPlayer = -1;
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if (!g_Config.m_SvTeleportHook && !g_Config.m_SvTeleportWeapons)
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m_Core.m_HookState = HOOK_RETRACTED;
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{
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m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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m_Core.m_HookedPlayer = -1;
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m_Core.m_HookState = HOOK_RETRACTED;
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m_Core.m_HookState = HOOK_RETRACTED;
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GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
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m_Core.m_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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m_Core.m_HookState = HOOK_RETRACTED;
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GameWorld()->ReleaseHooked(GetPlayer()->GetCID());
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m_Core.m_Vel = vec2(0,0);
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}
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int Num = Controller->m_TeleOuts[evilz-1].size();
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int Num = Controller->m_TeleOuts[evilz-1].size();
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m_Core.m_Pos = Controller->m_TeleOuts[evilz-1][(!Num)?Num:rand() % Num];
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m_Core.m_Pos = Controller->m_TeleOuts[evilz-1][(!Num)?Num:rand() % Num];
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m_Core.m_HookPos = m_Core.m_Pos;
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m_Core.m_HookPos = m_Core.m_Pos;
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m_Core.m_Vel = vec2(0,0);
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return;
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return;
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}
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}
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if(GameServer()->Collision()->IsCheckTeleport(MapIndex))
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if(GameServer()->Collision()->IsCheckTeleport(MapIndex))
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