From 4d14bcea0b498f53788caf5cf5ac38fe533b6b51 Mon Sep 17 00:00:00 2001 From: Zwelf Date: Sat, 5 Jun 2021 16:38:53 +0200 Subject: [PATCH] Fix inconsistent handling of death tile between front and game layer --- src/game/server/entities/character.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index 8fb6f7233..dcbcc406c 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -1369,10 +1369,11 @@ void CCharacter::HandleSkippableTiles(int Index) if((GameServer()->Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || + GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetFCollisionAt(m_Pos.x + GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH || GameServer()->Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y - GetProximityRadius() / 3.f) == TILE_DEATH || - GameServer()->Collision()->GetCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) && + GameServer()->Collision()->GetFCollisionAt(m_Pos.x - GetProximityRadius() / 3.f, m_Pos.y + GetProximityRadius() / 3.f) == TILE_DEATH) && !m_Super && !(Team() && Teams()->TeeFinished(m_pPlayer->GetCID()))) { Die(m_pPlayer->GetCID(), WEAPON_WORLD);