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Merge #4002
4002: Populate jetpack field properly r=Jupeyy a=Learath2 Noticed by Anime.pdf on discord Doesn't seem to break anything else unintendedly but I'd be more comfortable with it if `@trml` takes a look. ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [x] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [x] Considered possible null pointers and out of bounds array indexing - [x] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: Learath <learath2@gmail.com>
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5f1f13da95
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@ -1293,6 +1293,7 @@ void CGameClient::OnNewSnapshot()
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CClientData *pClient = &m_aClients[Item.m_ID];
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// Collision
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pClient->m_Solo = pCharacterData->m_Flags & CHARACTERFLAG_SOLO;
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pClient->m_Jetpack = pCharacterData->m_Flags & CHARACTERFLAG_JETPACK;
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pClient->m_NoCollision = pCharacterData->m_Flags & CHARACTERFLAG_NO_COLLISION;
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pClient->m_NoHammerHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
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pClient->m_NoGrenadeHit = pCharacterData->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
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@ -1132,12 +1132,16 @@ void CCharacter::Read(CNetObj_Character *pChar, CNetObj_DDNetCharacter *pExtende
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{
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m_LastJetpackStrength = Tuning()->m_JetpackStrength;
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m_Jetpack = true;
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m_Core.m_Jetpack = true;
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m_aWeapons[WEAPON_GUN].m_Got = true;
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m_aWeapons[WEAPON_GUN].m_Ammo = -1;
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m_NinjaJetpack = pChar->m_Weapon == WEAPON_NINJA;
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}
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else if(pChar->m_Weapon != WEAPON_NINJA)
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{
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m_Jetpack = false;
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m_Core.m_Jetpack = false;
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}
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// number of jumps
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if(GameWorld()->m_WorldConfig.m_PredictTiles)
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@ -543,6 +543,7 @@ void CCharacterCore::ReadDDNet(const CNetObj_DDNetCharacter *pObjDDNet)
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{
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// Collision
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m_Solo = pObjDDNet->m_Flags & CHARACTERFLAG_SOLO;
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m_Jetpack = pObjDDNet->m_Flags & CHARACTERFLAG_JETPACK;
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m_NoCollision = pObjDDNet->m_Flags & CHARACTERFLAG_NO_COLLISION;
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m_NoHammerHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_HAMMER_HIT;
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m_NoGrenadeHit = pObjDDNet->m_Flags & CHARACTERFLAG_NO_GRENADE_HIT;
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