diff --git a/src/game/client/prediction/entities/pickup.cpp b/src/game/client/prediction/entities/pickup.cpp index aedef585f..3fb7d02cb 100644 --- a/src/game/client/prediction/entities/pickup.cpp +++ b/src/game/client/prediction/entities/pickup.cpp @@ -14,6 +14,8 @@ void CPickup::Tick() CCharacter * pChr = apEnts[i]; if(pChr && pChr->IsAlive()) { + 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 + continue; if(m_Layer == LAYER_SWITCH && !Collision()->m_pSwitchers[m_Number].m_Status[pChr->Team()]) continue; bool sound = false; // player picked us up, is someone was hooking us, let them go @@ -24,7 +26,10 @@ void CPickup::Tick() break; case POWERUP_ARMOR: - if(pChr->Team() == TEAM_SUPER) continue; + if(!GameWorld()->m_WorldConfig.m_IsDDRace || !GameWorld()->m_WorldConfig.m_PredictDDRace) + continue; + if(pChr->m_Super) + continue; for(int i = WEAPON_SHOTGUN; i < NUM_WEAPONS; i++) { if(pChr->GetWeaponGot(i)) @@ -47,17 +52,17 @@ void CPickup::Tick() break; case POWERUP_WEAPON: - if(m_Subtype >= 0 && m_Subtype < NUM_WEAPONS && (!pChr->GetWeaponGot(m_Subtype) || (pChr->GetWeaponAmmo(m_Subtype) != -1 && !pChr->m_FreezeTime))) pChr->GiveWeapon(m_Subtype, -1); break; - case POWERUP_NINJA: - { - // activate ninja on target player - pChr->GiveNinja(); - break; - } + case POWERUP_NINJA: + { + // activate ninja on target player + pChr->GiveNinja(); + break; + } + default: break; };