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revert teleport useless change
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5ec06369c5
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@ -1104,27 +1104,27 @@ void CCharacter::HandleTiles(int Index)
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}
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m_LastBooster = MapIndex;
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int z = GameServer()->Collision()->IsTeleport(MapIndex);
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if(z && DDRace()->m_TeleOuts[z-1].size())
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if(z && ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size())
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{
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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_TriggeredEvents |= COREEVENT_HOOK_RETRACT;
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m_Core.m_HookState = HOOK_RETRACTED;
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int Num = (DDRace()->m_TeleOuts[z-1].size());
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m_Core.m_Pos = DDRace()->m_TeleOuts[z-1][(!Num)?Num:rand() % Num];
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int Num = (((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1].size());
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m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[z-1][(!Num)?Num:rand() % Num];
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m_Core.m_HookPos = m_Core.m_Pos;
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return;
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}
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int evilz = GameServer()->Collision()->IsEvilTeleport(MapIndex);
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if(evilz && !m_Super && DDRace()->m_TeleOuts[evilz-1].size())
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if(evilz && !m_Super && ((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[evilz-1].size())
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{
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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_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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int Num = (DDRace()->m_TeleOuts[evilz-1].size());
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m_Core.m_Pos = DDRace()->m_TeleOuts[evilz-1][(!Num)?Num:rand() % Num];
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int Num = (((CGameControllerDDRace*)GameServer()->m_pController)->m_TeleOuts[evilz-1].size());
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m_Core.m_Pos = ((CGameControllerDDRace*)GameServer()->m_pController)->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_Vel = vec2(0,0);
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return;
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@ -29,7 +29,6 @@ class CCharacter : public CEntity
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void HandleTiles(int Index);
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float m_Time;
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int m_LastBroadcast;
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class CGameControllerDDRace* m_pDDRace;
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public:
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//character's size
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static const int ms_PhysSize = 28;
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@ -82,7 +81,6 @@ public:
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bool IsAlive() const { return m_Alive; }
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class CPlayer *GetPlayer() { return m_pPlayer; }
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class CGameControllerDDRace *DDRace() { return m_pDDRace; }
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// the player core for the physics
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CCharacterCore m_Core;
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struct WeaponStat
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