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Use correct (larger) m_NumSwitchers bound
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dbde2cc383
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4a8f18c322
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@ -318,7 +318,7 @@ void CItems::OnRender()
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{
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for(auto *pProj = (CProjectile *)GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_PROJECTILE); pProj; pProj = (CProjectile *)pProj->NextEntity())
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{
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if(!IsSuper && pProj->m_Number > 0 && pProj->m_Number < Collision()->m_NumSwitchers && !Collision()->m_pSwitchers[pProj->m_Number].m_Status[OwnTeam] && (pProj->m_Explosive ? BlinkingProjEx : BlinkingProj))
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if(!IsSuper && pProj->m_Number > 0 && pProj->m_Number < Collision()->m_NumSwitchers + 1 && !Collision()->m_pSwitchers[pProj->m_Number].m_Status[OwnTeam] && (pProj->m_Explosive ? BlinkingProjEx : BlinkingProj))
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continue;
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CProjectileData Data = pProj->GetData();
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@ -334,7 +334,7 @@ void CItems::OnRender()
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}
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for(auto *pPickup = (CPickup *)GameClient()->m_PredictedWorld.FindFirst(CGameWorld::ENTTYPE_PICKUP); pPickup; pPickup = (CPickup *)pPickup->NextEntity())
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{
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if(!IsSuper && pPickup->m_Layer == LAYER_SWITCH && pPickup->m_Number > 0 && pPickup->m_Number < Collision()->m_NumSwitchers && !Collision()->m_pSwitchers[pPickup->m_Number].m_Status[OwnTeam] && BlinkingPickup)
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if(!IsSuper && pPickup->m_Layer == LAYER_SWITCH && pPickup->m_Number > 0 && pPickup->m_Number < Collision()->m_NumSwitchers + 1 && !Collision()->m_pSwitchers[pPickup->m_Number].m_Status[OwnTeam] && BlinkingPickup)
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continue;
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if(pPickup->InDDNetTile())
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@ -358,7 +358,7 @@ void CItems::OnRender()
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bool Inactive = false;
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if(pEntEx)
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Inactive = !IsSuper && pEntEx->m_SwitchNumber > 0 && pEntEx->m_SwitchNumber < Collision()->m_NumSwitchers && !Collision()->m_pSwitchers[pEntEx->m_SwitchNumber].m_Status[OwnTeam];
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Inactive = !IsSuper && pEntEx->m_SwitchNumber > 0 && pEntEx->m_SwitchNumber < Collision()->m_NumSwitchers + 1 && !Collision()->m_pSwitchers[pEntEx->m_SwitchNumber].m_Status[OwnTeam];
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if(Item.m_Type == NETOBJTYPE_PROJECTILE || Item.m_Type == NETOBJTYPE_DDNETPROJECTILE)
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{
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@ -17,7 +17,7 @@ void CPickup::Tick()
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{
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if(GameWorld()->m_WorldConfig.m_IsVanilla && distance(m_Pos, pChr->m_Pos) >= 20.0f * 2) // pickup distance is shorter on vanilla due to using ClosestEntity
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continue;
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if(m_Layer == LAYER_SWITCH && m_Number > 0 && m_Number < Collision()->m_NumSwitchers && !GameWorld()->Collision()->m_pSwitchers[m_Number].m_Status[pChr->Team()])
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if(m_Layer == LAYER_SWITCH && m_Number > 0 && m_Number < Collision()->m_NumSwitchers + 1 && !GameWorld()->Collision()->m_pSwitchers[m_Number].m_Status[pChr->Team()])
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continue;
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bool sound = false;
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// player picked us up, is someone was hooking us, let them go
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@ -110,7 +110,7 @@ void CProjectile::Tick()
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CCharacter *apEnts[MAX_CLIENTS];
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int Num = GameWorld()->FindEntities(CurPos, 1.0f, (CEntity **)apEnts, MAX_CLIENTS, CGameWorld::ENTTYPE_CHARACTER);
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for(int i = 0; i < Num; ++i)
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if(apEnts[i] && (m_Layer != LAYER_SWITCH || (m_Layer == LAYER_SWITCH && m_Number > 0 && m_Number < Collision()->m_NumSwitchers && GameWorld()->Collision()->m_pSwitchers[m_Number].m_Status[apEnts[i]->Team()])))
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if(apEnts[i] && (m_Layer != LAYER_SWITCH || (m_Layer == LAYER_SWITCH && m_Number > 0 && m_Number < Collision()->m_NumSwitchers + 1 && GameWorld()->Collision()->m_pSwitchers[m_Number].m_Status[apEnts[i]->Team()])))
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apEnts[i]->Freeze();
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}
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if(Collide && m_Bouncing != 0)
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